The Oasis - West March Campaign oasiswiki https://oasis.miraheze.org/wiki/Main_Page MediaWiki 1.40.1 first-letter Media Special Talk User User talk The Oasis - West March Campaign The Oasis - West March Campaign talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Module Module talk Main Page 0 1 1 2023-03-27T14:44:32Z MediaWiki default 1 Create main page wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == This Main Page was created automatically and it seems it hasn't been replaced yet. === For the bureaucrat(s) of this wiki === Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting. You can immediately start working on your wiki or whenever you want. Need help? No problem! We will help you with your wiki as needed. 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You can find us here: * [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]] * On [[phab:|Phabricator]] * On [https://miraheze.org/discord Discord] * On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat]) === For visitors of this wiki === Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later! 21236ac3f8d65e5563b6da6b70815ca6bf1e6616 2 1 2023-03-30T20:05:48Z TimorSol 2 /* Welcome to {{SITENAME}}! */ wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === Try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 64d278fcc627ce89b875145b664f14f4f24e39f9 27 2 2023-03-31T15:04:58Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [[discord.gg/exandria Exandria Discord]]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === Try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. bc74a5460c8a364da7e1b7231d6b4dcc0f4ec6ef 28 27 2023-03-31T15:05:27Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [[discord.gg/exandria|Exandria Discord]]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === Try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 46d42b4dda9cfecc80c67fbc6d9ba46311345eb7 29 28 2023-03-31T15:06:09Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === Try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. d154cb7db60937f1716ab5b34f81bff643cd049a Bronzewood 0 2 3 2023-03-30T20:24:49Z TimorSol 2 Created page with "''The branch and acorn you brought me are stuff of legends! It belongs more in fables than in natural science books. This, dear, is bronzewood. Said to be extinct, I've never seen anything like this. Doubt anyone else has, honestly. They are impossible to reproduce without arcane knowledge, and that's been long gone in the ages. A remarkable find! The wood is said to actually be hard as metal, and what's more, it actually is possible to craft things out of it. A druid co..." wikitext text/x-wiki ''The branch and acorn you brought me are stuff of legends! It belongs more in fables than in natural science books. This, dear, is bronzewood. Said to be extinct, I've never seen anything like this. Doubt anyone else has, honestly. They are impossible to reproduce without arcane knowledge, and that's been long gone in the ages. A remarkable find! The wood is said to actually be hard as metal, and what's more, it actually is possible to craft things out of it. A druid could even wear it without a fuss, you know? it's wood after all! And if he still doesn't like it, you could stitch the leaves together and make a sorts of leather armor!'' ===Bronzewood Armor=== Any armor normally crafted using alloys or metals can be crafted using bronzewood. The resulting armor weighs half as much as normal. Such armor does not cause disadvantage on stealth checks. ===Bronzewood Leaf-Weave Armor=== Any armor normally crafted using hide or leather can be crafted using bronzewood leaves. ===Bronzewood Shields=== Shields crafted from bronzewood weigh half as much as normal. ===Bronzewood Weapons and Ammunition=== Weapons and ammunition crafted from bronzewood weigh half as much as normal ====Crafting==== Working bronzewood is comparable to working unheated steel. As such, it twice as long than normal crafting an item from bronzewood. Furthermore, you expend one set of smith's tools and woodcarver's tools for every 200 gp worth of materials you craft, as the process quickly sunders the tools. ====Rumors==== The sound of Bronzewood lures in rare creatures and calms them down. It is not rare to see a family of beasts spending their evenings listening to the sound of metal leaves rustling. It is also said that Bronzewood is home to invisible creatures, and therefore it is advised to find them and negotiate an agreement to cut any of the trees down, before doing so. 586c41609bc526842d5d0b5a5203e9c946d881e7 24 3 2023-03-31T11:53:16Z TimorSol 2 wikitext text/x-wiki ''The branch and acorn you brought me are stuff of legends! It belongs more in fables than in natural science books. This, dear, is bronzewood. Said to be extinct, I've never seen anything like this. Doubt anyone else has, honestly. They are impossible to reproduce without arcane knowledge, and that's been long gone in the ages. A remarkable find! The wood is said to actually be hard as metal, and what's more, it actually is possible to craft things out of it. A druid could even wear it without a fuss, you know? it's wood after all! And if he still doesn't like it, you could stitch the leaves together and make a sorts of leather armor!'' Bronzewood trees look like their regular counterparts, though their bark has a purple tint, and the leaves are similar to bronze metal. As opposed to regular [[Plants|plants]], Bronzewood is extremely hard, as if it was made from metal. It can be used to craft the following items: ===Bronzewood Armor=== Any armor normally crafted using alloys or metals can be crafted using bronzewood. The resulting armor weighs half as much as normal. Such armor does not cause disadvantage on stealth checks. ===Bronzewood Leaf-Weave Armor=== Any armor normally crafted using hide or leather can be crafted using bronzewood leaves. ===Bronzewood Shields=== Shields crafted from bronzewood weigh half as much as normal. ===Bronzewood Weapons and Ammunition=== Weapons and ammunition crafted from bronzewood weigh half as much as normal ====Crafting==== Working bronzewood is comparable to working unheated steel. As such, it twice as long than normal crafting an item from bronzewood. Furthermore, you expend one set of smith's tools and woodcarver's tools for every 200 gp worth of materials you craft, as the process quickly sunders the tools. ====Rumors==== The sound of Bronzewood lures in rare creatures and calms them down. It is not rare to see a family of beasts spending their evenings listening to the sound of metal leaves rustling. It is also said that Bronzewood is home to invisible creatures, and therefore it is advised to find them and negotiate an agreement to cut any of the trees down, before doing so. 76999f59df33fa9a38f738ee30b0193e9ff72f15 25 24 2023-03-31T11:53:50Z TimorSol 2 wikitext text/x-wiki ''The branch and acorn you brought me are stuff of legends! It belongs more in fables than in natural science books. This, dear, is bronzewood. Said to be extinct, I've never seen anything like this. Doubt anyone else has, honestly. They are impossible to reproduce without arcane knowledge, and that's been long gone in the ages. A remarkable find! The wood is said to actually be hard as metal, and what's more, it actually is possible to craft things out of it. A druid could even wear it without a fuss, you know? it's wood after all! And if he still doesn't like it, you could stitch the leaves together and make a sorts of leather armor!'' Bronzewood trees look like their regular counterparts, though their bark has a purple tint, and the leaves are similar to bronze metal. As opposed to regular [[Plants|plants]], Bronzewood is extremely hard, as if it was made from metal. Harvesting bronzewood requires to hire a group of specialized foresters for a week. It can be used to craft the following items: ===Bronzewood Armor=== Any armor normally crafted using alloys or metals can be crafted using bronzewood. The resulting armor weighs half as much as normal. Such armor does not cause disadvantage on stealth checks. ===Bronzewood Leaf-Weave Armor=== Any armor normally crafted using hide or leather can be crafted using bronzewood leaves. ===Bronzewood Shields=== Shields crafted from bronzewood weigh half as much as normal. ===Bronzewood Weapons and Ammunition=== Weapons and ammunition crafted from bronzewood weigh half as much as normal ====Crafting==== Working bronzewood is comparable to working unheated steel. As such, it twice as long than normal crafting an item from bronzewood. Furthermore, you expend one set of smith's tools and woodcarver's tools for every 200 gp worth of materials you craft, as the process quickly sunders the tools. ====Rumors==== The sound of Bronzewood lures in rare creatures and calms them down. It is not rare to see a family of beasts spending their evenings listening to the sound of metal leaves rustling. It is also said that Bronzewood is home to invisible creatures, and therefore it is advised to find them and negotiate an agreement to cut any of the trees down, before doing so. c1e887be5bf3a85f8b1af7d7e21b305025263585 West Marches 0 3 4 2023-03-30T20:36:04Z TimorSol 2 Created page with "''I feel like went from Playing XCOM on Rookie to XCOM Long War on IronMan. This is not a bad thing. But it is definitely a thing'' ~Theswerd === REACTIVE STORY === The Marches create a grand opportunity to tell stories like no others - where what players do actually impacts the campaign world - but also other players and what they can witness. NPCs, Factions, environments... all can be influenced by simple actions of a group of heroes. It may be a paradox, but not ha..." wikitext text/x-wiki ''I feel like went from Playing XCOM on Rookie to XCOM Long War on IronMan. This is not a bad thing. But it is definitely a thing'' ~Theswerd === REACTIVE STORY === The Marches create a grand opportunity to tell stories like no others - where what players do actually impacts the campaign world - but also other players and what they can witness. NPCs, Factions, environments... all can be influenced by simple actions of a group of heroes. It may be a paradox, but not having an overarching plot can actually give real power to player decisions. There's a threat that some may feel, that without a classic 'drive' the characters will not have any incentive to act. The Marches are there to empower players and to make their choices real. Each game starts in the Town, where it's safe and... boring. As such, it requires the player to gamble a bit with their character - put them in a spot where they have a mission that in its nature has to be dangerous. To gain, you have to wager. === DYNAMIC ENVIRONMENT === Because the nature of the Marches is unpredictable, so are the regions, themes and challenges. It's a fun opportunity to play in a varying environment from game to game without the additional travel, without bending the plot and world to current narrative. It's simply there. It's also a way to make sure you spend exactly the promised amount of time in game, as the mechanics are very clear about when a session ends. You will also notice that the game has a lot of additional elements that are nearly extinct in current d&d games, dismissed as irrelevant or obstructive. Things like food, water, weather, scouting... These elements are here to create a dynamic environment that is unpredictable by both players and GMs alike. Which brings me to another point. While a classic D&D game revolves around an overarching story, here there's nothing like that. As such, the story is written by players - by what they do, what missions they choose, how consistent or inconsistent they are, what group mechanics they create. The only thing that's left as a skeleton on which the whole story 'sits' on are mechanics. As such, things don't happen in West Marches games. They happen because they reflect a mechanic, a die roll. While the rule of cool and other such concepts can clearly still be observed, it's the mechanical narrative that plays the main role here. === MECHANICS === Mechanics often reflect the uncertainty of the situation. [[The Dice Gods]] are the ones that actually tell the story and it is good to acknowledge that from the beginning. I would like to underline this: The GM in these games is more of a referee than a storyteller. I (and no other GM of this game) will not narrate the game for you, because it is your decisions that narrate the story. Being a pro-active player and wanting to tell a story by yourself is what makes this game so good. === CHARACTER DEVELOPMENT === Rather than have a mountain of lore to sit upon and then advance their character from, players instead should embrace a more variable, reactive narrative, one driven by uncertain events thrust upon them. This style of character development is far less predictable, and far more dependent on the events of a mission. Consider, for example, a mission wherein the adventurers make it to a dungeon, press deep within its chambers, and defeat a large monster. That mission is, basically, a success. Then, consider an identical mission party and goal, but the party is caught in a sandstorm, run afoul of some undead, barely make it to the dungeon, and two characters are slaughtered in the first chamber. That mission is a failure. Before dice hit the table, those missions were identical; once the session actually started, however, the primary narrative of each is dramatically different, all due to dice rolls. Embrace this unpredictability; let character growth stem from the events that actually happen to them, rather than a preconceived notion of how a character “should” progress. It's also worth noticing, that sustained interest in a character comes not only from their creator’s passion, but from care and interest from other players. When the player pool all cares about each other’s characters, possibly even more so than their own character, significant investment will emerge. While it occurs in all kinds of ways, one of the best ways to get other people invested in one player’s character is to have that character change, especially if that change stems from interaction with another character. We, as humans, connect with more characters that struggle than characters that succeed. In roleplaying, there is no experience better than collaboratively telling the story of characters struggling, together. There's a notion that due to the intense mechanical burden a West Marches game has, players will essentially be involved in an elaborate board game. This is not true. The mechanics - as mentioned above - are there to enforce a narrative, not to run the game for us. The amount of character development, interaction, how many friends and foes they make, what type of person they become and what they discover - are all dependent on the player. e8b85ba067f14d700fc12948566260e9af0819fa 5 4 2023-03-30T20:37:03Z TimorSol 2 wikitext text/x-wiki ''I feel like went from Playing XCOM on Rookie to XCOM Long War on IronMan. This is not a bad thing. But it is definitely a thing'' ~Theswerd === Reactive Story === The Marches create a grand opportunity to tell stories like no others - where what players do actually impacts the campaign world - but also other players and what they can witness. NPCs, Factions, environments... all can be influenced by simple actions of a group of heroes. It may be a paradox, but not having an overarching plot can actually give real power to player decisions. There's a threat that some may feel, that without a classic 'drive' the characters will not have any incentive to act. The Marches are there to empower players and to make their choices real. Each game starts in the Town, where it's safe and... boring. As such, it requires the player to gamble a bit with their character - put them in a spot where they have a mission that in its nature has to be dangerous. To gain, you have to wager. === Dynamic Environment === Because the nature of the Marches is unpredictable, so are the regions, themes and challenges. It's a fun opportunity to play in a varying environment from game to game without the additional travel, without bending the plot and world to current narrative. It's simply there. It's also a way to make sure you spend exactly the promised amount of time in game, as the mechanics are very clear about when a session ends. You will also notice that the game has a lot of additional elements that are nearly extinct in current d&d games, dismissed as irrelevant or obstructive. Things like food, water, weather, scouting... These elements are here to create a dynamic environment that is unpredictable by both players and GMs alike. Which brings me to another point. While a classic D&D game revolves around an overarching story, here there's nothing like that. As such, the story is written by players - by what they do, what missions they choose, how consistent or inconsistent they are, what group mechanics they create. The only thing that's left as a skeleton on which the whole story 'sits' on are mechanics. As such, things don't happen in West Marches games. They happen because they reflect a mechanic, a die roll. While the rule of cool and other such concepts can clearly still be observed, it's the mechanical narrative that plays the main role here. === Mechanics === Mechanics often reflect the uncertainty of the situation. [[The Dice Gods]] are the ones that actually tell the story and it is good to acknowledge that from the beginning. I would like to underline this: The GM in these games is more of a referee than a storyteller. I (and no other GM of this game) will not narrate the game for you, because it is your decisions that narrate the story. Being a pro-active player and wanting to tell a story by yourself is what makes this game so good. === Character Development === #REDIRECT [[Character Creation]] Rather than have a mountain of lore to sit upon and then advance their character from, players instead should embrace a more variable, reactive narrative, one driven by uncertain events thrust upon them. This style of character development is far less predictable, and far more dependent on the events of a mission. Consider, for example, a mission wherein the adventurers make it to a dungeon, press deep within its chambers, and defeat a large monster. That mission is, basically, a success. Then, consider an identical mission party and goal, but the party is caught in a sandstorm, run afoul of some undead, barely make it to the dungeon, and two characters are slaughtered in the first chamber. That mission is a failure. Before dice hit the table, those missions were identical; once the session actually started, however, the primary narrative of each is dramatically different, all due to dice rolls. Embrace this unpredictability; let character growth stem from the events that actually happen to them, rather than a preconceived notion of how a character “should” progress. It's also worth noticing, that sustained interest in a character comes not only from their creator’s passion, but from care and interest from other players. When the player pool all cares about each other’s characters, possibly even more so than their own character, significant investment will emerge. While it occurs in all kinds of ways, one of the best ways to get other people invested in one player’s character is to have that character change, especially if that change stems from interaction with another character. We, as humans, connect with more characters that struggle than characters that succeed. In roleplaying, there is no experience better than collaboratively telling the story of characters struggling, together. There's a notion that due to the intense mechanical burden a West Marches game has, players will essentially be involved in an elaborate board game. This is not true. The mechanics - as mentioned above - are there to enforce a narrative, not to run the game for us. The amount of character development, interaction, how many friends and foes they make, what type of person they become and what they discover - are all dependent on the player. 4bed397822b9e2e908abf1528e70898cebcfe3be 6 5 2023-03-30T20:38:23Z TimorSol 2 /* Character Development */ wikitext text/x-wiki ''I feel like went from Playing XCOM on Rookie to XCOM Long War on IronMan. This is not a bad thing. But it is definitely a thing'' ~Theswerd === Reactive Story === The Marches create a grand opportunity to tell stories like no others - where what players do actually impacts the campaign world - but also other players and what they can witness. NPCs, Factions, environments... all can be influenced by simple actions of a group of heroes. It may be a paradox, but not having an overarching plot can actually give real power to player decisions. There's a threat that some may feel, that without a classic 'drive' the characters will not have any incentive to act. The Marches are there to empower players and to make their choices real. Each game starts in the Town, where it's safe and... boring. As such, it requires the player to gamble a bit with their character - put them in a spot where they have a mission that in its nature has to be dangerous. To gain, you have to wager. === Dynamic Environment === Because the nature of the Marches is unpredictable, so are the regions, themes and challenges. It's a fun opportunity to play in a varying environment from game to game without the additional travel, without bending the plot and world to current narrative. It's simply there. It's also a way to make sure you spend exactly the promised amount of time in game, as the mechanics are very clear about when a session ends. You will also notice that the game has a lot of additional elements that are nearly extinct in current d&d games, dismissed as irrelevant or obstructive. Things like food, water, weather, scouting... These elements are here to create a dynamic environment that is unpredictable by both players and GMs alike. Which brings me to another point. While a classic D&D game revolves around an overarching story, here there's nothing like that. As such, the story is written by players - by what they do, what missions they choose, how consistent or inconsistent they are, what group mechanics they create. The only thing that's left as a skeleton on which the whole story 'sits' on are mechanics. As such, things don't happen in West Marches games. They happen because they reflect a mechanic, a die roll. While the rule of cool and other such concepts can clearly still be observed, it's the mechanical narrative that plays the main role here. === Mechanics === Mechanics often reflect the uncertainty of the situation. [[The Dice Gods]] are the ones that actually tell the story and it is good to acknowledge that from the beginning. I would like to underline this: The GM in these games is more of a referee than a storyteller. I (and no other GM of this game) will not narrate the game for you, because it is your decisions that narrate the story. Being a pro-active player and wanting to tell a story by yourself is what makes this game so good. === Character Development === If you are searching for character creation, please visit [[Character Creation|this]] page. Rather than have a mountain of lore to sit upon and then advance their character from, players instead should embrace a more variable, reactive narrative, one driven by uncertain events thrust upon them. This style of character development is far less predictable, and far more dependent on the events of a mission. Consider, for example, a mission wherein the adventurers make it to a dungeon, press deep within its chambers, and defeat a large monster. That mission is, basically, a success. Then, consider an identical mission party and goal, but the party is caught in a sandstorm, run afoul of some undead, barely make it to the dungeon, and two characters are slaughtered in the first chamber. That mission is a failure. Before dice hit the table, those missions were identical; once the session actually started, however, the primary narrative of each is dramatically different, all due to dice rolls. Embrace this unpredictability; let character growth stem from the events that actually happen to them, rather than a preconceived notion of how a character “should” progress. It's also worth noticing, that sustained interest in a character comes not only from their creator’s passion, but from care and interest from other players. When the player pool all cares about each other’s characters, possibly even more so than their own character, significant investment will emerge. While it occurs in all kinds of ways, one of the best ways to get other people invested in one player’s character is to have that character change, especially if that change stems from interaction with another character. We, as humans, connect with more characters that struggle than characters that succeed. In roleplaying, there is no experience better than collaboratively telling the story of characters struggling, together. There's a notion that due to the intense mechanical burden a West Marches game has, players will essentially be involved in an elaborate board game. This is not true. The mechanics - as mentioned above - are there to enforce a narrative, not to run the game for us. The amount of character development, interaction, how many friends and foes they make, what type of person they become and what they discover - are all dependent on the player. eebf26d790cb6e517c389097054ea4a87d522ff6 35 6 2023-03-31T20:09:49Z TimorSol 2 wikitext text/x-wiki ''I feel like went from Playing XCOM on Rookie to XCOM Long War on IronMan. This is not a bad thing. But it is definitely a thing'' ~Theswerd === Reactive Story === The Marches create a grand opportunity to tell stories like no others - where what players do actually impacts the campaign world - but also other players and what they can witness. NPCs, Factions, environments... all can be influenced by simple actions of a group of heroes. It may be a paradox, but not having an overarching plot can actually give real power to player decisions. There's a threat that some may feel, that without a classic 'drive' the characters will not have any incentive to act. The Marches are there to empower players and to make their choices real. Each game starts in the Town, where it's safe and... boring. As such, it requires the player to gamble a bit with their character - put them in a spot where they have a mission that in its nature has to be dangerous. To gain, you have to wager. === Dynamic Environment === Because the nature of the Marches is unpredictable, so are the regions, themes and challenges. It's a fun opportunity to play in a varying environment from game to game without the additional travel, without bending the plot and world to current narrative. It's simply there. It's also a way to make sure you spend exactly the promised amount of time in game, as the mechanics are very clear about when a session ends. You will also notice that the game has a lot of additional elements that are nearly extinct in current d&d games, dismissed as irrelevant or obstructive. Things like food, water, weather, scouting... These elements are here to create a dynamic environment that is unpredictable by both players and GMs alike. Which brings me to another point. While a classic D&D game revolves around an overarching story, here there's nothing like that. As such, the story is written by players - by what they do, what missions they choose, how consistent or inconsistent they are, what group mechanics they create. The only thing that's left as a skeleton on which the whole story 'sits' on are mechanics. As such, things don't happen in West Marches games. They happen because they reflect a mechanic, a die roll. While the rule of cool and other such concepts can clearly still be observed, it's the mechanical narrative that plays the main role here. === Mechanics === Mechanics often reflect the uncertainty of the situation. [[The Dice Gods]] are the ones that actually tell the story and it is good to acknowledge that from the beginning. I would like to underline this: The GM in these games is more of a referee than a storyteller. I (and no other GM of this game) will not narrate the game for you, because it is your decisions that narrate the story. Being a pro-active player and wanting to tell a story by yourself is what makes this game so good. === Character Development === If you are searching for character creation, please visit [[Character Creation|this]] page. Rather than have a mountain of lore to sit upon and then advance their character from, players instead should embrace a more variable, reactive narrative, one driven by uncertain events thrust upon them. This style of character development is far less predictable, and far more dependent on the events of a mission. Consider, for example, a mission wherein the adventurers make it to a dungeon, press deep within its chambers, and defeat a large monster. That mission is, basically, a success. Then, consider an identical mission party and goal, but the party is caught in a sandstorm, run afoul of some undead, barely make it to the dungeon, and two characters are slaughtered in the first chamber. That mission is a failure. Before dice hit the table, those missions were identical; once the session actually started, however, the primary narrative of each is dramatically different, all due to dice rolls. Embrace this unpredictability; let character growth stem from the events that actually happen to them, rather than a preconceived notion of how a character “should” progress. It's also worth noticing, that sustained interest in a character comes not only from their creator’s passion, but from care and interest from other players. When the player pool all cares about each other’s characters, possibly even more so than their own character, significant investment will emerge. While it occurs in all kinds of ways, one of the best ways to get other people invested in one player’s character is to have that character change, especially if that change stems from interaction with another character. We, as humans, connect with more characters that struggle than characters that succeed. In roleplaying, there is no experience better than collaboratively telling the story of characters struggling, together. There's a notion that due to the intense mechanical burden a West Marches game has, players will essentially be involved in an elaborate board game. This is not true. The mechanics - as mentioned above - are there to enforce a narrative, not to run the game for us. The amount of character development, interaction, how many friends and foes they make, what type of person they become and what they discover - are all dependent on the player. [[Category: Game Philosophy]] fe27d9a568d023dbbde2d567ba15a632fa239cc5 The Dice Gods 0 4 7 2023-03-30T20:59:15Z TimorSol 2 Created page with "''Dice Gods are entities that dictate your fate. They cannot be reasoned with. They are just.'' In this game both the GM and players roll their dice in the open. Nobody fudges dice, and rolls are not made in secret, even those that players may not understand, like [[Weather]] roll or [[Random Encounters]] rolls. The dice gods are in eternal communion with [[Rules]]" wikitext text/x-wiki ''Dice Gods are entities that dictate your fate. They cannot be reasoned with. They are just.'' In this game both the GM and players roll their dice in the open. Nobody fudges dice, and rolls are not made in secret, even those that players may not understand, like [[Weather]] roll or [[Random Encounters]] rolls. The dice gods are in eternal communion with [[Rules]] 52223d696280ebf4cf9e0973de6cc2f73cb1ec36 Rules 0 5 8 2023-03-30T21:09:35Z TimorSol 2 Created page with "=== Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: • [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] • [https://bit.ly/3QnsMcV Colville West Marches] • [http://www.thealexandrian.net/ The Alexandrian blog] Both titles ar..." wikitext text/x-wiki === Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: • [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] • [https://bit.ly/3QnsMcV Colville West Marches] • [http://www.thealexandrian.net/ The Alexandrian blog] Both titles are available for free, as obviously the blog. Follow the links provided to learn more. That said, all the rules here are 'GM-facing', and are meant to give the GM tools to create systemic challenges for player. The rules below are abstracted rules from the resources above. Core rules are from the Izirion's Enchiridion - you can see ALL the rules, including DCs and other things in the rules there, there are no hidden mechanics in this game. Don’t feel daunted by the fact that you have to learn ‘pages of rules’. You don’t. Most of them are focused on the game logic and need the players to simply understand how-and-why. The only ‘new’ thing for you should be [[Traveling, navigation and shelter]] rules. === General rules === This section contains some trigger warning keywords. Generally speaking, the rules that bind both sides in this game are as follow: • Don't be an asshole. • PvP is not allowed. • If you are uncomfortable with some specific topic(s), please inform the GM about it before the game. Because there will be no session zero, it is important for both sides to understand where boundaries are. • As a rule of thumb, topics like sexual abuse, suicide, homophobia, transphobia, body shaming, miscarriage/abortion, self-harm should not arise, disregarding who the GM is. • Things that will be faded to black include basically anything that the players will feel uncomfortable with. I feel no internal need to enforce a painful narrative at any times, but my 'pain threshold' is different than yours. As such - whenever there's a description you would like to fade out, please let the GM know. It's best to simply say 'pause for a second, I don't need the details here', or 'pause for a second, can you skip the unimportant sacrifice description here?' • Romance between characters, especially ERP, should be taken to private messages. • The GM is the referee, and their decision is final. Quick discussions about rules are ok, but larger topics should be handled outside of sessions. That all said, this is a West March game. It will be deadly. The possibility of your character dying is there. Freezing to death is an option. There will be things gloomy and dark. There will be some gritty 'realism'. Motives similar to colonialism might appear. There are dehumanizing and damaging elements in d&d, things that are literally aimed at whole societies - and because you are going to explore and conquer a whole unexplored land, the risk of running into moral issues like that is there. THE ROLE OF A HERO To quote the Izirion's guide: ''True heroism comes from reforming and advancing the existing systems of society to make significant changes that benefit everyone, including the marginalized and oppressed. Slaying dragons and looting tombs is fun, but don’t make the mistake of allowing the spirit of adventure to dull your sensibilities to the deeper questions that prod endemically at the seams of the game.'' The general rules are there to enforce that nobody feels threatened during the game. But they are also there to remind both the GM and the players that we are in a staged, imaginative situation. We have to always search for ways to have fun, while submerging ourselves in a dangerous, relentless and deadly world of fantasy. === Tech Rules === The game takes place in a virtual environment, and as such there are some requirements that you need to take into account: • Voice is obligatory, video is optional. • We need to hear you, and you need to hear us. • Please, figure out how your gear works. Personally, there’s nothing that makes me un-immersed faster than the sounds of somebody singing in the background or kids playing tag. • Get headphones, if needed. • Use the ‘mute' or ‘push to talk’ options if it’s impossible to arrange a relatively quiet space. • Check your discord configuration settings, ask more experienced players or users to help you set it up. • No paid VTTs or resources on the players side will be required, ever. • You need to have a device that allows you to see battlemaps and your character sheet. • As a default, everyone rolls in public. The only hidden rolls may be those done by the GM when they roll a random table. • The easiest way to roll is dndbeyond, but this is not a requirement. === Danger Rules === The Town is safe. That's all we need to agree on. Whether it's because of a mosquito repellent sound device, a magic barrier or illusion, it doesn't matter. There will be no adventures in the town, and there's nothing to gain there. Any crime that would happen in the Town is punished quickly. There will be a number of friendly NPCs around, and even faction representatives. Anything outside the Town is dangerous, and the further outside, the more dangerous it gets. Sprawling plains, deep forest, soaring mountains, endless tundra, craggy hills—all this and more make up the wilds. Here and there the players may encounter pockets of civilization or communities of individuals that aren’t hostile, but these are considered wilderness nonetheless. The Wilds are dangerous, difficult, and the source of all adventure. The Wilds are not a singular area, and are composed of distinct environments and territories. The Wilds are also dotted with Vaults, which can take many different forms and shapes, but are almost always very dangerous. Keep in mind, that the Wilds are not balanced. The fact that you feel safe in the woods doesn't mean that a encounter in its Vault will be easy for you. In West March games it is crucial to understand that not all battles are meant to be fought, and sometimes it's better to run and save your life. Actually, half of the times you will be wise to strategize instead of going head first into the fray. 9d2760619f4af21bde6c0a3954994b8ee68ac00b 9 8 2023-03-30T21:09:59Z TimorSol 2 wikitext text/x-wiki === Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: * [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] * [https://bit.ly/3QnsMcV Colville West Marches] * [http://www.thealexandrian.net/ The Alexandrian blog] Both titles are available for free, as obviously the blog. Follow the links provided to learn more. That said, all the rules here are 'GM-facing', and are meant to give the GM tools to create systemic challenges for player. The rules below are abstracted rules from the resources above. Core rules are from the Izirion's Enchiridion - you can see ALL the rules, including DCs and other things in the rules there, there are no hidden mechanics in this game. Don’t feel daunted by the fact that you have to learn ‘pages of rules’. You don’t. Most of them are focused on the game logic and need the players to simply understand how-and-why. The only ‘new’ thing for you should be [[Traveling, navigation and shelter]] rules. === General rules === This section contains some trigger warning keywords. Generally speaking, the rules that bind both sides in this game are as follow: • Don't be an asshole. • PvP is not allowed. • If you are uncomfortable with some specific topic(s), please inform the GM about it before the game. Because there will be no session zero, it is important for both sides to understand where boundaries are. • As a rule of thumb, topics like sexual abuse, suicide, homophobia, transphobia, body shaming, miscarriage/abortion, self-harm should not arise, disregarding who the GM is. • Things that will be faded to black include basically anything that the players will feel uncomfortable with. I feel no internal need to enforce a painful narrative at any times, but my 'pain threshold' is different than yours. As such - whenever there's a description you would like to fade out, please let the GM know. It's best to simply say 'pause for a second, I don't need the details here', or 'pause for a second, can you skip the unimportant sacrifice description here?' • Romance between characters, especially ERP, should be taken to private messages. • The GM is the referee, and their decision is final. Quick discussions about rules are ok, but larger topics should be handled outside of sessions. That all said, this is a West March game. It will be deadly. The possibility of your character dying is there. Freezing to death is an option. There will be things gloomy and dark. There will be some gritty 'realism'. Motives similar to colonialism might appear. There are dehumanizing and damaging elements in d&d, things that are literally aimed at whole societies - and because you are going to explore and conquer a whole unexplored land, the risk of running into moral issues like that is there. THE ROLE OF A HERO To quote the Izirion's guide: ''True heroism comes from reforming and advancing the existing systems of society to make significant changes that benefit everyone, including the marginalized and oppressed. Slaying dragons and looting tombs is fun, but don’t make the mistake of allowing the spirit of adventure to dull your sensibilities to the deeper questions that prod endemically at the seams of the game.'' The general rules are there to enforce that nobody feels threatened during the game. But they are also there to remind both the GM and the players that we are in a staged, imaginative situation. We have to always search for ways to have fun, while submerging ourselves in a dangerous, relentless and deadly world of fantasy. === Tech Rules === The game takes place in a virtual environment, and as such there are some requirements that you need to take into account: • Voice is obligatory, video is optional. • We need to hear you, and you need to hear us. • Please, figure out how your gear works. Personally, there’s nothing that makes me un-immersed faster than the sounds of somebody singing in the background or kids playing tag. • Get headphones, if needed. • Use the ‘mute' or ‘push to talk’ options if it’s impossible to arrange a relatively quiet space. • Check your discord configuration settings, ask more experienced players or users to help you set it up. • No paid VTTs or resources on the players side will be required, ever. • You need to have a device that allows you to see battlemaps and your character sheet. • As a default, everyone rolls in public. The only hidden rolls may be those done by the GM when they roll a random table. • The easiest way to roll is dndbeyond, but this is not a requirement. === Danger Rules === The Town is safe. That's all we need to agree on. Whether it's because of a mosquito repellent sound device, a magic barrier or illusion, it doesn't matter. There will be no adventures in the town, and there's nothing to gain there. Any crime that would happen in the Town is punished quickly. There will be a number of friendly NPCs around, and even faction representatives. Anything outside the Town is dangerous, and the further outside, the more dangerous it gets. Sprawling plains, deep forest, soaring mountains, endless tundra, craggy hills—all this and more make up the wilds. Here and there the players may encounter pockets of civilization or communities of individuals that aren’t hostile, but these are considered wilderness nonetheless. The Wilds are dangerous, difficult, and the source of all adventure. The Wilds are not a singular area, and are composed of distinct environments and territories. The Wilds are also dotted with Vaults, which can take many different forms and shapes, but are almost always very dangerous. Keep in mind, that the Wilds are not balanced. The fact that you feel safe in the woods doesn't mean that a encounter in its Vault will be easy for you. In West March games it is crucial to understand that not all battles are meant to be fought, and sometimes it's better to run and save your life. Actually, half of the times you will be wise to strategize instead of going head first into the fray. 1bca7a56bae431895e54caf768f0cbd6d45cf3d1 10 9 2023-03-30T21:10:41Z TimorSol 2 wikitext text/x-wiki === Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: * [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] * [https://bit.ly/3QnsMcV Colville West Marches] * [http://www.thealexandrian.net/ The Alexandrian blog] Both titles are available for free, as obviously the blog. Follow the links provided to learn more. That said, all the rules here are 'GM-facing', and are meant to give the GM tools to create systemic challenges for player. The rules below are abstracted rules from the resources above. Core rules are from the Izirion's Enchiridion - you can see ALL the rules, including DCs and other things in the rules there, there are no hidden mechanics in this game. Don’t feel daunted by the fact that you have to learn ‘pages of rules’. You don’t. Most of them are focused on the game logic and need the players to simply understand how-and-why. The only ‘new’ thing for you should be [[Traveling, navigation and shelter]] rules. === General rules === This section contains some trigger warning keywords. Generally speaking, the rules that bind both sides in this game are as follow: * • Don't be an asshole. * • PvP is not allowed. * • If you are uncomfortable with some specific topic(s), please inform the GM about it before the game. Because there will be no session zero, it is important for both sides to understand where boundaries are. * • As a rule of thumb, topics like sexual abuse, suicide, homophobia, transphobia, body shaming, miscarriage/abortion, self-harm should not arise, disregarding who the GM is. * • Things that will be faded to black include basically anything that the players will feel uncomfortable with. I feel no internal need to enforce a painful narrative at any times, but my 'pain threshold' is different than yours. As such - whenever there's a description you would like to fade out, please let the GM know. It's best to simply say 'pause for a second, I don't need the details here', or 'pause for a second, can you skip the unimportant sacrifice description here?' * • Romance between characters, especially ERP, should be taken to private messages. * • The GM is the referee, and their decision is final. Quick discussions about rules are ok, but larger topics should be handled outside of sessions. * That all said, this is a West March game. It will be deadly. The possibility of your character dying is there. Freezing to death is an option. There will be things gloomy and dark. There will be some gritty 'realism'. Motives similar to colonialism might appear. There are dehumanizing and damaging elements in d&d, things that are literally aimed at whole societies - and because you are going to explore and conquer a whole unexplored land, the risk of running into moral issues like that is there. === The role of a hero === To quote the Izirion's guide: ''True heroism comes from reforming and advancing the existing systems of society to make significant changes that benefit everyone, including the marginalized and oppressed. Slaying dragons and looting tombs is fun, but don’t make the mistake of allowing the spirit of adventure to dull your sensibilities to the deeper questions that prod endemically at the seams of the game.'' The general rules are there to enforce that nobody feels threatened during the game. But they are also there to remind both the GM and the players that we are in a staged, imaginative situation. We have to always search for ways to have fun, while submerging ourselves in a dangerous, relentless and deadly world of fantasy. === Tech Rules === The game takes place in a virtual environment, and as such there are some requirements that you need to take into account: • * Voice is obligatory, video is optional. * • We need to hear you, and you need to hear us. * • Please, figure out how your gear works. Personally, there’s nothing that makes me un-immersed faster than the sounds of somebody singing in the background or kids playing tag. * • Get headphones, if needed. * • Use the ‘mute' or ‘push to talk’ options if it’s impossible to arrange a relatively quiet space. * • Check your discord configuration settings, ask more experienced players or users to help you set it up. * • No paid VTTs or resources on the players side will be required, ever. * • You need to have a device that allows you to see battlemaps and your character sheet. * • As a default, everyone rolls in public. The only hidden rolls may be those done by the GM when they roll a random table. * • The easiest way to roll is dndbeyond, but this is not a requirement. === Danger Rules === The Town is safe. That's all we need to agree on. Whether it's because of a mosquito repellent sound device, a magic barrier or illusion, it doesn't matter. There will be no adventures in the town, and there's nothing to gain there. Any crime that would happen in the Town is punished quickly. There will be a number of friendly NPCs around, and even faction representatives. Anything outside the Town is dangerous, and the further outside, the more dangerous it gets. Sprawling plains, deep forest, soaring mountains, endless tundra, craggy hills—all this and more make up the wilds. Here and there the players may encounter pockets of civilization or communities of individuals that aren’t hostile, but these are considered wilderness nonetheless. The Wilds are dangerous, difficult, and the source of all adventure. The Wilds are not a singular area, and are composed of distinct environments and territories. The Wilds are also dotted with Vaults, which can take many different forms and shapes, but are almost always very dangerous. Keep in mind, that the Wilds are not balanced. The fact that you feel safe in the woods doesn't mean that a encounter in its Vault will be easy for you. In West March games it is crucial to understand that not all battles are meant to be fought, and sometimes it's better to run and save your life. Actually, half of the times you will be wise to strategize instead of going head first into the fray. db376212c82f174df99b14eefccff4caf23b33dc 11 10 2023-03-30T21:11:29Z TimorSol 2 wikitext text/x-wiki === Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: * [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] * [https://bit.ly/3QnsMcV Colville West Marches] * [http://www.thealexandrian.net/ The Alexandrian blog] Both titles are available for free, as obviously the blog. Follow the links provided to learn more. That said, all the rules here are 'GM-facing', and are meant to give the GM tools to create systemic challenges for player. The rules below are abstracted rules from the resources above. Core rules are from the Izirion's Enchiridion - you can see ALL the rules, including DCs and other things in the rules there, there are no hidden mechanics in this game. Don’t feel daunted by the fact that you have to learn ‘pages of rules’. You don’t. Most of them are focused on the game logic and need the players to simply understand how-and-why. The only ‘new’ thing for you should be [[Traveling, navigation and shelter]] rules. === General rules === This section contains some trigger warning keywords. Generally speaking, the rules that bind both sides in this game are as follow: * Don't be an asshole. * PvP is not allowed. * If you are uncomfortable with some specific topic(s), please inform the GM about it before the game. Because there will be no session zero, it is important for both sides to understand where boundaries are. * As a rule of thumb, topics like sexual abuse, suicide, homophobia, transphobia, body shaming, miscarriage/abortion, self-harm should not arise, disregarding who the GM is. * Things that will be faded to black include basically anything that the players will feel uncomfortable with. I feel no internal need to enforce a painful narrative at any times, but my 'pain threshold' is different than yours. As such - whenever there's a description you would like to fade out, please let the GM know. It's best to simply say 'pause for a second, I don't need the details here', or 'pause for a second, can you skip the unimportant sacrifice description here?' * Romance between characters, especially ERP, should be taken to private messages. * The GM is the referee, and their decision is final. Quick discussions about rules are ok, but larger topics should be handled outside of sessions. * That all said, this is a West March game. It will be deadly. The possibility of your character dying is there. Freezing to death is an option. There will be things gloomy and dark. There will be some gritty 'realism'. Motives similar to colonialism might appear. There are dehumanizing and damaging elements in d&d, things that are literally aimed at whole societies - and because you are going to explore and conquer a whole unexplored land, the risk of running into moral issues like that is there. === The role of a hero === To quote the Izirion's guide: ''True heroism comes from reforming and advancing the existing systems of society to make significant changes that benefit everyone, including the marginalized and oppressed. Slaying dragons and looting tombs is fun, but don’t make the mistake of allowing the spirit of adventure to dull your sensibilities to the deeper questions that prod endemically at the seams of the game.'' The general rules are there to enforce that nobody feels threatened during the game. But they are also there to remind both the GM and the players that we are in a staged, imaginative situation. We have to always search for ways to have fun, while submerging ourselves in a dangerous, relentless and deadly world of fantasy. === Tech Rules === The game takes place in a virtual environment, and as such there are some requirements that you need to take into account: * Voice is obligatory, video is optional. * We need to hear you, and you need to hear us. * Please, figure out how your gear works. Personally, there’s nothing that makes me un-immersed faster than the sounds of somebody singing in the background or kids playing tag. * Get headphones, if needed. * Use the ‘mute' or ‘push to talk’ options if it’s impossible to arrange a relatively quiet space. * Check your discord configuration settings, ask more experienced players or users to help you set it up. * No paid VTTs or resources on the players side will be required, ever. * You need to have a device that allows you to see battlemaps and your character sheet. * As a default, everyone rolls in public. The only hidden rolls may be those done by the GM when they roll a random table. * The easiest way to roll is dndbeyond, but this is not a requirement. === Danger Rules === The Town is safe. That's all we need to agree on. Whether it's because of a mosquito repellent sound device, a magic barrier or illusion, it doesn't matter. There will be no adventures in the town, and there's nothing to gain there. Any crime that would happen in the Town is punished quickly. There will be a number of friendly NPCs around, and even faction representatives. Anything outside the Town is dangerous, and the further outside, the more dangerous it gets. Sprawling plains, deep forest, soaring mountains, endless tundra, craggy hills—all this and more make up the wilds. Here and there the players may encounter pockets of civilization or communities of individuals that aren’t hostile, but these are considered wilderness nonetheless. The Wilds are dangerous, difficult, and the source of all adventure. The Wilds are not a singular area, and are composed of distinct environments and territories. The Wilds are also dotted with Vaults, which can take many different forms and shapes, but are almost always very dangerous. Keep in mind, that the Wilds are not balanced. The fact that you feel safe in the woods doesn't mean that a encounter in its Vault will be easy for you. In West March games it is crucial to understand that not all battles are meant to be fought, and sometimes it's better to run and save your life. Actually, half of the times you will be wise to strategize instead of going head first into the fray. fa63a4ec15bc500f04f52a3a6cd90beaf7ea0338 12 11 2023-03-30T21:12:00Z TimorSol 2 wikitext text/x-wiki === Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: * [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] * [https://bit.ly/3QnsMcV Colville West Marches] * [http://www.thealexandrian.net/ The Alexandrian blog] Both titles are available for free, as obviously the blog. Follow the links provided to learn more. That said, all the rules here are 'GM-facing', and are meant to give the GM tools to create systemic challenges for player. The rules below are abstracted rules from the resources above. Core rules are from the Izirion's Enchiridion - you can see ALL the rules, including DCs and other things in the rules there, there are no hidden mechanics in this game. Don’t feel daunted by the fact that you have to learn ‘pages of rules’. You don’t. Most of them are focused on the game logic and need the players to simply understand how-and-why. The only ‘new’ thing for you should be [[Traveling, navigation and shelter]] rules. === General rules === This section contains some trigger warning keywords. Generally speaking, the rules that bind both sides in this game are as follow: * Don't be an asshole. * PvP is not allowed. * If you are uncomfortable with some specific topic(s), please inform the GM about it before the game. Because there will be no session zero, it is important for both sides to understand where boundaries are. * As a rule of thumb, topics like sexual abuse, suicide, homophobia, transphobia, body shaming, miscarriage/abortion, self-harm should not arise, disregarding who the GM is. * Things that will be faded to black include basically anything that the players will feel uncomfortable with. I feel no internal need to enforce a painful narrative at any times, but my 'pain threshold' is different than yours. As such - whenever there's a description you would like to fade out, please let the GM know. It's best to simply say 'pause for a second, I don't need the details here', or 'pause for a second, can you skip the unimportant sacrifice description here?' * Romance between characters, especially ERP, should be taken to private messages. * The GM is the referee, and their decision is final. Quick discussions about rules are ok, but larger topics should be handled outside of sessions. * That all said, this is a West March game. It will be deadly. The possibility of your character dying is there. Freezing to death is an option. There will be things gloomy and dark. There will be some gritty 'realism'. Motives similar to colonialism might appear. There are dehumanizing and damaging elements in d&d, things that are literally aimed at whole societies - and because you are going to explore and conquer a whole unexplored land, the risk of running into moral issues like that is there. === The role of a hero === To quote the Izirion's guide: ''True heroism comes from reforming and advancing the existing systems of society to make significant changes that benefit everyone, including the marginalized and oppressed. Slaying dragons and looting tombs is fun, but don’t make the mistake of allowing the spirit of adventure to dull your sensibilities to the deeper questions that prod endemically at the seams of the game.'' The general rules are there to enforce that nobody feels threatened during the game. But they are also there to remind both the GM and the players that we are in a staged, imaginative situation. We have to always search for ways to have fun, while submerging ourselves in a dangerous, relentless and deadly world of fantasy. === Tech Rules === The game takes place in a virtual environment, and as such there are some requirements that you need to take into account: * Voice is obligatory, video is optional. * We need to hear you, and you need to hear us. * Please, figure out how your gear works. Personally, there’s nothing that makes me un-immersed faster than the sounds of somebody singing in the background or kids playing tag. * Get headphones, if needed. * Use the ‘mute' or ‘push to talk’ options if it’s impossible to arrange a relatively quiet space. * Check your discord configuration settings, ask more experienced players or users to help you set it up. * No paid VTTs or resources on the players side will be required, ever. * You need to have a device that allows you to see battlemaps and your character sheet. * As a default, everyone rolls in public. The only hidden rolls may be those done by the GM when they roll a random table. * The easiest way to roll is dndbeyond, but this is not a requirement. === Danger Rules === The Town is safe. That's all we need to agree on. Whether it's because of a mosquito repellent sound device, a magic barrier or illusion, it doesn't matter. There will be no adventures in the town, and there's nothing to gain there. Any crime that would happen in the Town is punished quickly. There will be a number of friendly NPCs around, and even faction representatives. Anything outside the Town is dangerous, and the further outside, the more dangerous it gets. Sprawling plains, deep forest, soaring mountains, endless tundra, craggy hills—all this and more make up the wilds. Here and there the players may encounter pockets of civilization or communities of individuals that aren’t hostile, but these are considered wilderness nonetheless. The Wilds are dangerous, difficult, and the source of all adventure. The Wilds are not a singular area, and are composed of distinct environments and territories. The Wilds are also dotted with Vaults, which can take many different forms and shapes, but are almost always very dangerous. Keep in mind, that the Wilds are not balanced. The fact that you feel safe in the woods doesn't mean that a encounter in its Vault will be easy for you. In West March games it is crucial to understand that not all battles are meant to be fought, and sometimes it's better to run and save your life. Actually, half of the times you will be wise to strategize instead of going head first into the fray. dbd4bd107d2b75ddd1b86739727190e6edb48eb5 17 12 2023-03-30T21:44:19Z TimorSol 2 wikitext text/x-wiki === Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: * [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] * [https://bit.ly/3QnsMcV Colville West Marches] * [http://www.thealexandrian.net/ The Alexandrian blog] Both titles are available for free, as obviously the blog. Follow the links provided to learn more. That said, all the rules here are 'GM-facing', and are meant to give the GM tools to create systemic challenges for player. The rules below are abstracted rules from the resources above. Core rules are from the Izirion's Enchiridion - you can see ALL the rules, including DCs and other things in the rules there, there are no hidden mechanics in this game. Don’t feel daunted by the fact that you have to learn ‘pages of rules’. You don’t. Most of them are focused on the game logic and need the players to simply understand how-and-why. The only ‘new’ thing for you should be [[Traveling, navigation and shelter]] rules. === General rules === This section contains some trigger warning keywords. Generally speaking, the rules that bind both sides in this game are as follow: * Don't be an asshole. * PvP is not allowed. * If you are uncomfortable with some specific topic(s), please inform the GM about it before the game. Because there will be no session zero, it is important for both sides to understand where boundaries are. * As a rule of thumb, topics like sexual abuse, suicide, homophobia, transphobia, body shaming, miscarriage/abortion, self-harm should not arise, disregarding who the GM is. * Things that will be faded to black include basically anything that the players will feel uncomfortable with. I feel no internal need to enforce a painful narrative at any times, but my 'pain threshold' is different than yours. As such - whenever there's a description you would like to fade out, please let the GM know. It's best to simply say 'pause for a second, I don't need the details here', or 'pause for a second, can you skip the unimportant sacrifice description here?' * Romance between characters, especially ERP, should be taken to private messages. * The GM is the referee, and their decision is final. Quick discussions about rules are ok, but larger topics should be handled outside of sessions. * That all said, this is a West March game. It will be deadly. The possibility of your character dying is there. Freezing to death is an option. There will be things gloomy and dark. There will be some gritty 'realism'. Motives similar to colonialism might appear. There are dehumanizing and damaging elements in d&d, things that are literally aimed at whole societies - and because you are going to explore and conquer a whole unexplored land, the risk of running into moral issues like that is there. === The role of a hero === To quote the Izirion's guide: ''True heroism comes from reforming and advancing the existing systems of society to make significant changes that benefit everyone, including the marginalized and oppressed. Slaying dragons and looting tombs is fun, but don’t make the mistake of allowing the spirit of adventure to dull your sensibilities to the deeper questions that prod endemically at the seams of the game.'' The general rules are there to enforce that nobody feels threatened during the game. But they are also there to remind both the GM and the players that we are in a staged, imaginative situation. We have to always search for ways to have fun, while submerging ourselves in a dangerous, relentless and deadly world of fantasy. === Tech Rules === The game takes place in a virtual environment, and as such there are some requirements that you need to take into account: * Voice is obligatory, video is optional. * We need to hear you, and you need to hear us. * Please, figure out how your gear works. Personally, there’s nothing that makes me un-immersed faster than the sounds of somebody singing in the background or kids playing tag. * Get headphones, if needed. * Use the ‘mute' or ‘push to talk’ options if it’s impossible to arrange a relatively quiet space. * Check your discord configuration settings, ask more experienced players or users to help you set it up. * No paid VTTs or resources on the players side will be required, ever. * You need to have a device that allows you to see battlemaps and your character sheet. * As a default, everyone rolls in public. The only hidden rolls may be those done by the GM when they roll a random table. * The easiest way to roll is dndbeyond, but this is not a requirement. === Danger Rules === The Town is safe. That's all we need to agree on. Whether it's because of a mosquito repellent sound device, a magic barrier or illusion, it doesn't matter. There will be no adventures in the town, and there's nothing to gain there. Any crime that would happen in the Town is punished quickly. There will be a number of friendly NPCs around, and even faction representatives. Anything outside the Town is dangerous, and the further outside, the more dangerous it gets. Sprawling plains, deep forest, soaring mountains, endless tundra, craggy hills—all this and more make up the wilds. Here and there the players may encounter pockets of civilization or communities of individuals that aren’t hostile, but these are considered wilderness nonetheless. The Wilds are dangerous, difficult, and the source of all adventure. The Wilds are not a singular area, and are composed of distinct environments and territories. The Wilds are also dotted with Vaults, which can take many different forms and shapes, but are almost always very dangerous. Keep in mind, that the Wilds are not balanced. The fact that you feel safe in the woods doesn't mean that a encounter in its Vault will be easy for you. In West March games it is crucial to understand that not all battles are meant to be fought, and sometimes it's better to run and save your life. Actually, half of the times you will be wise to strategize instead of going head first into the fray. === Realism rules === Last thing - as much as the West March rules emulate some gritty realism, let's keep our human reason suspended. We all know some materials will dry out faster than in an hour or that harvesting 'material' from a rabbit may or may not be more problematic than a roll. Or that Santa Claus doesn’t exist. Please, remember that the rules are abstractions that allow us to glide through the world. I am open to discussing the rules as a whole, but I would like to keep those discussions outside the games. 835bd13309684e0445ca327c81c009abd4c02ae2 36 17 2023-03-31T20:10:29Z TimorSol 2 wikitext text/x-wiki === Rules resources === Rules in a West March game are based on D&D rules as written, but do not correspond with them in their entirety. There are elements – mostly those of exploration – that are different than the core game. For this game I will be using a mixture of: * [https://bit.ly/3WEqsAt Izirion's Enchiridion of the West Marches] * [https://bit.ly/3QnsMcV Colville West Marches] * [http://www.thealexandrian.net/ The Alexandrian blog] Both titles are available for free, as obviously the blog. Follow the links provided to learn more. That said, all the rules here are 'GM-facing', and are meant to give the GM tools to create systemic challenges for player. The rules below are abstracted rules from the resources above. Core rules are from the Izirion's Enchiridion - you can see ALL the rules, including DCs and other things in the rules there, there are no hidden mechanics in this game. Don’t feel daunted by the fact that you have to learn ‘pages of rules’. You don’t. Most of them are focused on the game logic and need the players to simply understand how-and-why. The only ‘new’ thing for you should be [[Traveling, navigation and shelter]] rules. === General rules === This section contains some trigger warning keywords. Generally speaking, the rules that bind both sides in this game are as follow: * Don't be an asshole. * PvP is not allowed. * If you are uncomfortable with some specific topic(s), please inform the GM about it before the game. Because there will be no session zero, it is important for both sides to understand where boundaries are. * As a rule of thumb, topics like sexual abuse, suicide, homophobia, transphobia, body shaming, miscarriage/abortion, self-harm should not arise, disregarding who the GM is. * Things that will be faded to black include basically anything that the players will feel uncomfortable with. I feel no internal need to enforce a painful narrative at any times, but my 'pain threshold' is different than yours. As such - whenever there's a description you would like to fade out, please let the GM know. It's best to simply say 'pause for a second, I don't need the details here', or 'pause for a second, can you skip the unimportant sacrifice description here?' * Romance between characters, especially ERP, should be taken to private messages. * The GM is the referee, and their decision is final. Quick discussions about rules are ok, but larger topics should be handled outside of sessions. * That all said, this is a West March game. It will be deadly. The possibility of your character dying is there. Freezing to death is an option. There will be things gloomy and dark. There will be some gritty 'realism'. Motives similar to colonialism might appear. There are dehumanizing and damaging elements in d&d, things that are literally aimed at whole societies - and because you are going to explore and conquer a whole unexplored land, the risk of running into moral issues like that is there. === The role of a hero === To quote the Izirion's guide: ''True heroism comes from reforming and advancing the existing systems of society to make significant changes that benefit everyone, including the marginalized and oppressed. Slaying dragons and looting tombs is fun, but don’t make the mistake of allowing the spirit of adventure to dull your sensibilities to the deeper questions that prod endemically at the seams of the game.'' The general rules are there to enforce that nobody feels threatened during the game. But they are also there to remind both the GM and the players that we are in a staged, imaginative situation. We have to always search for ways to have fun, while submerging ourselves in a dangerous, relentless and deadly world of fantasy. === Tech Rules === The game takes place in a virtual environment, and as such there are some requirements that you need to take into account: * Voice is obligatory, video is optional. * We need to hear you, and you need to hear us. * Please, figure out how your gear works. Personally, there’s nothing that makes me un-immersed faster than the sounds of somebody singing in the background or kids playing tag. * Get headphones, if needed. * Use the ‘mute' or ‘push to talk’ options if it’s impossible to arrange a relatively quiet space. * Check your discord configuration settings, ask more experienced players or users to help you set it up. * No paid VTTs or resources on the players side will be required, ever. * You need to have a device that allows you to see battlemaps and your character sheet. * As a default, everyone rolls in public. The only hidden rolls may be those done by the GM when they roll a random table. * The easiest way to roll is dndbeyond, but this is not a requirement. === Danger Rules === The Town is safe. That's all we need to agree on. Whether it's because of a mosquito repellent sound device, a magic barrier or illusion, it doesn't matter. There will be no adventures in the town, and there's nothing to gain there. Any crime that would happen in the Town is punished quickly. There will be a number of friendly NPCs around, and even faction representatives. Anything outside the Town is dangerous, and the further outside, the more dangerous it gets. Sprawling plains, deep forest, soaring mountains, endless tundra, craggy hills—all this and more make up the wilds. Here and there the players may encounter pockets of civilization or communities of individuals that aren’t hostile, but these are considered wilderness nonetheless. The Wilds are dangerous, difficult, and the source of all adventure. The Wilds are not a singular area, and are composed of distinct environments and territories. The Wilds are also dotted with Vaults, which can take many different forms and shapes, but are almost always very dangerous. Keep in mind, that the Wilds are not balanced. The fact that you feel safe in the woods doesn't mean that a encounter in its Vault will be easy for you. In West March games it is crucial to understand that not all battles are meant to be fought, and sometimes it's better to run and save your life. Actually, half of the times you will be wise to strategize instead of going head first into the fray. === Realism rules === Last thing - as much as the West March rules emulate some gritty realism, let's keep our human reason suspended. We all know some materials will dry out faster than in an hour or that harvesting 'material' from a rabbit may or may not be more problematic than a roll. Or that Santa Claus doesn’t exist. Please, remember that the rules are abstractions that allow us to glide through the world. I am open to discussing the rules as a whole, but I would like to keep those discussions outside the games. [[Category: Rules]] 27adf4f2ad5358f777484a9f6d8148284402b7b3 Traveling, navigation and shelter 0 6 13 2023-03-30T21:26:12Z TimorSol 2 Created page with "== Travel and activities == Most activities and events conducted during a day of travel can be divided into watches, a standard unit of time used for longer-term play. In an ordinary 24-hour day, there are six watches, each equivalent to about four hours. A party can travel for two watches (8 hours) and need two watches (8 hours) for a long rest. This leaves 2 watches (8 hours) for other activities. Regular 5e rules apply to forced travel or not resting enough. These a..." wikitext text/x-wiki == Travel and activities == Most activities and events conducted during a day of travel can be divided into watches, a standard unit of time used for longer-term play. In an ordinary 24-hour day, there are six watches, each equivalent to about four hours. A party can travel for two watches (8 hours) and need two watches (8 hours) for a long rest. This leaves 2 watches (8 hours) for other activities. Regular 5e rules apply to forced travel or not resting enough. These are done while traveling, and take up your 8 hours of travel time per day. Basic activities include: === Notice Threats ==== A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their passive Wisdom (Perception) score to notice threats. === Search === A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their passive Wisdom (Perception) score, against a DC determined by the GM. === Navigate === A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make Wisdom (Survival) checks to navigate. A party member can assist the navigator, if they are proficient in Survival. When an adventurer can tell cardinal directions, such as a character with Keen Mind, they always have advantage made on Wisdom (Survival) checks made to navigate. === Forage === A character can search for food, water, and other resources, potentially gathering useful supplies as they travel. Rules for foraging are found below. === Track === A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Rules for tracking are found below. Generally speaking, a party does not need both a navigator and a tracker. === Draw a map === A character can draw a map, helping the party be aware of their position. No check is required. === Helping While traveling === Any activity undertaken by a character while traveling can be assisted by another character, granting advantage on the roll. In some cases, such as when navigating or tracking, there are certain requisite skill proficiencies or others a character must have before they can help. Features, spells, and other effects that grant a specific bonus to a check, such as a cleric’s guidance spell, can be used during travel activities. If the effect requires an action, such as with guidance, the character granting the effect must use their entire travel activity to do so. If the effect is passive, such as from a magic item, the effect is simply enacted as on a normal check. == Navigation == === Visibility === By default the horizon is approximately 3 miles away, meaning anything without significant size or elevation cannot be seen past the 3 mile limit. However, larger objects typically can be seen from a greater distance, meaning that navigating by landmarks further than 3 miles away is possible, provided there are no obstructions in the way, like trees, hills, or buildings. === Directional Navigation === When choosing a direction, the navigator may do so with absolute directions, e.g. “I would like to travel north.” They may also do so with relative directions, e.g. “I would like to travel rightward of our current facing.” If the navigator has means to know cardinal directions with certainty, such as the Keen Mind feat or through a compass, they make all directional navigation rolls with advantage. What a navigator may not do is travel to locations known only by memory, e.g. “I would like to travel to that ruined temple we found two weeks ago,” nor may the navigator simply point to the party’s map and declare that they are travelling there. Once per watch, the navigator must make a Wisdom (Survival) check to ensure the party is still travelling in the correct direction. This can be assisted by another party member if they are proficient in Survival or have access to cartographer's tools with proficiency. === Landmark navigation === Landmark navigation occurs when the party has a clear, visible destination in view: the snowy cleft mountain, the massive black tree on the hill, or the ruined fortress looming ahead. So long as the landmark is clearly in view, the party does not need to make checks to navigate to it. In some cases (like a fog or other snowstorm), a roll might be requested. === Tracking === If a character wishes to track another creature or group of creatures over long distances, they must make a Wisdom (Survival) check for each watch they wish to spend tracking. The DC varies, depending on the terrain, weather, and creature. Another player that is proficient in Survival can assist a character tracking, granting them advantage on the roll. If a character has some other means of tracking a creature, such as by magic, they may also assist a tracking character. === Foraging === Over the course of a watch, a character can forage for food or water; if the party is travelling, this can only be done while travelling at a slow or normal pace. At the conclusion of watch, the character makes a Wisdom (Survival) check, with the DC determined by the region the party is travelling through. If the party travelled through more than one region over the course of a watch, use the DC for whichever the party spent the most time in. On a failure, the character finds nothing. On a success, the character finds an amount equal to 1d6 + Wisdom modifier, either in pounds (for food) or gallons (for water). == Shelter and sleeping == === Warmth === With the exception of temperatures above 70 degrees Fahrenheit/21 Celsius (commonly experienced only in arid climates or the hottest summer months), some additional source of warmth is required at night beyond basic adventuring clothing. If a character sleeps with a blanket or bedroll, they suffer no ill effects; if a character sleeps next to an open campfire or other large source of heat, they will similarly suffer no ill effects. === Wetness === A wet creature will dry off over the course of one hour, so long as they stay dry the entire time. If that creature is near a significant source of heat, such as a campfire or stove, that time is cut in half. === Exposure === Beyond simple rain and snow, other forms of exposure, typically wind, can sap away at a character’s strength. The simplest way to avoid exposure is through shelter, which shields a party. Shelter is any structure or formation that has at least three walls and a roof. === Sleeping === In order to avoid ill effects while resting, characters must satisfy all three conditions: they must stay warm, they must stay dry, and they must stay sheltered. Over the course of a long rest, if a character does not satisfy any of the above conditions, they must make a DC 10 Constitution saving throw at the end of their rest or suffer a level of exhaustion. For each condition a character does not satisfy, the DC increases by 5, and the character suffers an additional level of exhaustion. == Food and water == === Food === A character needs one pound of food per day, and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character that goes a day eating less than half a pound of food must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. === Water === A character needs one gallon of water per day, or two gallons per day if the weather is hot, typically above 95 degrees Fahrenheit/35 Celsius. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. A character must split their water consumption into at least two watches; that is, they cannot drink an entire gallon at one time and nothing else. === Unclean food and water === Consuming food or water found in The Wilds can be dangerous. Hunted game can carry plague, fruits may be rotten through, and water can carry foul disease. Water can be purified through the purify food and drink spell or similar, or by being boiled for 1 minute. Generally speaking, most food rots after one week; foods like grains, tropical fruit, most vegetables, and most cooked dishes. Raw meat of all varieties rots after 24 hours, as do most dairy products. There's a lot of ways to preserve food or mitigate sicknesses like these. D&D rations are safe to use for up to 2 months. If a character drinks water that has not been purified, or eats food that is rotted, they must make a Constitution saving throw one hour after ingestion. A fail results in one or two levels of exhaustion. == Surveying and hunting == === Surveying === When in a region of the Marches, an adventurer can spend time in the wilds, searching for signs of local creatures, so as to ascertain what dwells in the region. Over the course of a watch, a character may survey an entire region to determine what sorts of creatures dwell there. At the end of the watch, the character makes an Intelligence (Nature) check: they discover evidence of each creatures based on its Survey DC. Another character can assist, provided they are proficient in Nature. Surveying is meant to allow players to examine an area’s inhabitants in some detail, provided they are willing to sink not-insignificant time into doing so. Without surveying, the only methods by which players can discover a region’s inhabitants are by random encounters or by stumbling onto their lairs. === Mapping Landmarks === A character that has cartographer’s tools and is proficient in them may map landmarks visited during the trip. This can be done over the course of two downtime watches (8h). A character makes an Intelligence check with Cartographer’s Tools. The DC depends on the distance from the last confirmed (mapped) landmark. A successful roll provides the cartographer with insights to locations on their map. === Hunting === After a region has been surveyed, there may come a time when adventurers would like to hunt down a creature they know dwells in the area, whether to exterminate it, to collect the natural resources its body holds, or perhaps just to talk, for instance. A character can only successfully hunt a creature that is known to make its home in the region, whether that knowledge was gained from surveying the region or not. Over the course of a watch, a character may attempt to hunt a creature to its lair or other resting spot. At the end of the watch, the character makes a Wisdom (Survival) check against the creatures’ Survey DC. A character may assist, provided they are proficient in Survival. Characters can’t hunt while traveling, but the watch spent hunting counts towards travel time for the day. 58db89da3b6eac6664d402776f5396e60345a2cb 14 13 2023-03-30T21:38:40Z TimorSol 2 wikitext text/x-wiki == Travel activities == Most activities and events conducted during a day of travel can be divided into watches, a standard unit of time used for longer-term play. In an ordinary 24-hour day, there are six watches, each equivalent to about four hours. '''A party can travel for two watches (8 hours) and need two watches (8 hours) for a long rest. This leaves 2 watches (8 hours) for other activities.''' Regular 5e rules apply to forced travel or not resting enough. These are done while traveling, and take up your 8 hours of travel time per day. Basic activities include: === Notice Threats ==== A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their '''passive Wisdom (Perception)''' score to notice threats. === Search === A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their '''passive Wisdom (Perception)''' score, against a DC determined by the GM. === Navigate === A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make '''Wisdom (Survival) checks to navigate'''. A party member can assist the navigator, if they are proficient in Survival. When an adventurer can tell cardinal directions, such as a character with Keen Mind, they always have advantage made on Wisdom (Survival) checks made to navigate. === Foraging === Over the course of a watch, a character can forage for food or water; if the party is traveling, this can only be done while traveling at a slow or normal pace. At the conclusion of watch, the character makes a '''Wisdom (Survival) check''', with the DC determined by the region the party is traveling through. If the party traveled through more than one region over the course of a watch, use the DC for whichever the party spent the most time in. On a failure, the character finds nothing. On a success, the character finds an amount equal to 1d6 + Wisdom modifier, either in pounds (for food) or gallons (for water). === Track === A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Rules for tracking are found below. Generally speaking, a party does not need both a navigator and a tracker. === Helping While traveling === Any activity undertaken by a character while traveling can be assisted by another character, granting advantage on the roll. In some cases, such as when navigating or tracking, there are certain requisite skill proficiencies or others a character must have before they can help. Features, spells, and other effects that grant a specific bonus to a check, such as a cleric’s guidance spell, can be used during travel activities. If the effect requires an action, such as with guidance, the character granting the effect must use their entire travel activity to do so. If the effect is passive, such as from a magic item, the effect is simply enacted as on a normal check. == Navigation == === Visibility === By default the horizon is approximately 3 miles away, meaning anything without significant size or elevation cannot be seen past the 3 mile limit. However, larger objects typically can be seen from a greater distance, meaning that navigating by landmarks further than 3 miles away is possible, provided there are no obstructions in the way, like trees, hills, or buildings. === Directional Navigation === When choosing a direction, the navigator may do so with absolute directions, e.g. “I would like to travel north.” They may also do so with relative directions, e.g. “I would like to travel rightward of our current facing.” If the navigator has means to know cardinal directions with certainty, such as the Keen Mind feat or through a compass, they make all directional navigation rolls with advantage. What a navigator may not do is travel to locations known only by memory, e.g. “I would like to travel to that ruined temple we found two weeks ago,” nor may the navigator simply point to the party’s map and declare that they are travelling there. Once per watch, the navigator must make a Wisdom (Survival) check to ensure the party is still travelling in the correct direction. This can be assisted by another party member if they are proficient in Survival or have access to cartographer's tools with proficiency. === Landmark navigation === Landmark navigation occurs when the party has a clear, visible destination in view: the snowy cleft mountain, the massive black tree on the hill, or the ruined fortress looming ahead. So long as the landmark is clearly in view, the party does not need to make checks to navigate to it. In some cases (like a fog or other snowstorm), a roll might be requested. === Tracking === If a character wishes to track another creature or group of creatures over long distances, they must make a '''Wisdom (Survival) check''' for each watch they wish to spend tracking. The DC varies, depending on the terrain, weather, and creature. Another player that is proficient in Survival can assist a character tracking, granting them advantage on the roll. If a character has some other means of tracking a creature, such as by magic, they may also assist a tracking character. == Shelter and sleeping == === Warmth === With the exception of temperatures above 70 degrees Fahrenheit/21 Celsius (commonly experienced only in arid climates or the hottest summer months), some additional source of warmth is required at night beyond basic adventuring clothing. If a character sleeps with a blanket or bedroll, they suffer no ill effects; if a character sleeps next to an open campfire or other large source of heat, they will similarly suffer no ill effects. === Wetness === A wet creature will dry off over the course of one hour, so long as they stay dry the entire time. If that creature is near a significant source of heat, such as a campfire or stove, that time is cut in half. === Exposure === Beyond simple rain and snow, other forms of exposure, typically wind, can sap away at a character’s strength. The simplest way to avoid exposure is through shelter, which shields a party. Shelter is any structure or formation that has at least three walls and a roof. === Sleeping === In order to avoid ill effects while resting, characters must satisfy all three conditions: they must stay warm, they must stay dry, and they must stay sheltered. Over the course of a long rest, if a character does not satisfy any of the above conditions, they must make a DC 10 Constitution saving throw at the end of their rest or suffer a level of exhaustion. For each condition a character does not satisfy, the DC increases by 5, and the character suffers an additional level of exhaustion. == Food and water == === Food === A character needs one pound of food per day, and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character that goes a day eating less than half a pound of food must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. === Water === A character needs one gallon of water per day, or two gallons per day if the weather is hot, typically above 95 degrees Fahrenheit/35 Celsius. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. A character must split their water consumption into at least two watches; that is, they cannot drink an entire gallon at one time and nothing else. === Unclean food and water === Consuming food or water found in The Wilds can be dangerous. Hunted game can carry plague, fruits may be rotten through, and water can carry foul disease. Water can be purified through the purify food and drink spell or similar, or by being boiled for 1 minute. Generally speaking, most food rots after one week; foods like grains, tropical fruit, most vegetables, and most cooked dishes. Raw meat of all varieties rots after 24 hours, as do most dairy products. There's a lot of ways to preserve food or mitigate sicknesses like these. D&D rations are safe to use for up to 2 months. If a character drinks water that has not been purified, or eats food that is rotted, they must make a Constitution saving throw one hour after ingestion. A fail results in one or two levels of exhaustion. == Surveying and hunting == === Surveying === When in a region of the Marches, an adventurer can spend time in the wilds, searching for signs of local creatures, so as to ascertain what dwells in the region. Over the course of a watch, a character may survey an entire region to determine what sorts of creatures dwell there. At the end of the watch, the character makes an '''Intelligence (Nature) check''': they discover evidence of each creatures based on its Survey DC. Another character can assist, provided they are proficient in Nature. Surveying is meant to allow players to examine an area’s inhabitants in some detail, provided they are willing to sink not-insignificant time into doing so. Without surveying, the only methods by which players can discover a region’s inhabitants are by random encounters or by stumbling onto their lairs. === Mapping Landmarks === A character that has cartographer’s tools and is proficient in them may map landmarks visited during the trip. This can be done over the course of two downtime watches (8h). A character makes an '''Intelligence check with Cartographer’s Tools'''. The DC depends on the distance from the last confirmed (mapped) landmark. A successful roll provides the cartographer with insights to locations on their map. === Hunting === After a region has been surveyed, there may come a time when adventurers would like to hunt down a creature they know dwells in the area, whether to exterminate it, to collect the natural resources its body holds, or perhaps just to talk, for instance. A character can only successfully hunt a creature that is known to make its home in the region, whether that knowledge was gained from surveying the region or not. Over the course of a watch, a character may attempt to hunt a creature to its lair or other resting spot. At the end of the watch, the character makes a Wisdom (Survival) check against the creatures’ Survey DC. A character may assist, provided they are proficient in Survival. '''Characters can’t hunt while traveling, but the watch spent hunting counts towards travel time for the day.''' ca1f0322bf11705b7660439fb3b522e7a30d6d2e 15 14 2023-03-30T21:39:21Z TimorSol 2 wikitext text/x-wiki == Travel activities == Most activities and events conducted during a day of travel can be divided into watches, a standard unit of time used for longer-term play. In an ordinary 24-hour day, there are six watches, each equivalent to about four hours. '''A party can travel for two watches (8 hours) and need two watches (8 hours) for a long rest. This leaves 2 watches (8 hours) for other activities.''' Regular 5e rules apply to forced travel or not resting enough. These are done while traveling, and take up your 8 hours of travel time per day. Basic activities include: === Notice Threats ==== A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their '''passive Wisdom (Perception)''' score to notice threats. === Search === A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their '''passive Wisdom (Perception)''' score, against a DC determined by the GM. === Navigate === A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make '''Wisdom (Survival) checks to navigate'''. A party member can assist the navigator, if they are proficient in Survival. When an adventurer can tell cardinal directions, such as a character with Keen Mind, they always have advantage made on Wisdom (Survival) checks made to navigate. === Foraging === Over the course of a watch, a character can forage for food or water; if the party is traveling, this can only be done while traveling at a slow or normal pace. At the conclusion of watch, the character makes a '''Wisdom (Survival) check''', with the DC determined by the region the party is traveling through. If the party traveled through more than one region over the course of a watch, use the DC for whichever the party spent the most time in. On a failure, the character finds nothing. On a success, the character finds an amount equal to 1d6 + Wisdom modifier, either in pounds (for food) or gallons (for water). === Track === A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Rules for tracking are found below. Generally speaking, a party does not need both a navigator and a tracker. === Helping While traveling === Any activity undertaken by a character while traveling can be assisted by another character, granting advantage on the roll. In some cases, such as when navigating or tracking, there are certain requisite skill proficiencies or others a character must have before they can help. Features, spells, and other effects that grant a specific bonus to a check, such as a cleric’s guidance spell, can be used during travel activities. If the effect requires an action, such as with guidance, the character granting the effect must use their entire travel activity to do so. If the effect is passive, such as from a magic item, the effect is simply enacted as on a normal check. == Navigation == === Visibility === By default the horizon is approximately 3 miles away, meaning anything without significant size or elevation cannot be seen past the 3 mile limit. However, larger objects typically can be seen from a greater distance, meaning that navigating by landmarks further than 3 miles away is possible, provided there are no obstructions in the way, like trees, hills, or buildings. === Directional Navigation === When choosing a direction, the navigator may do so with absolute directions, e.g. “I would like to travel north.” They may also do so with relative directions, e.g. “I would like to travel rightward of our current facing.” If the navigator has means to know cardinal directions with certainty, such as the Keen Mind feat or through a compass, they make all directional navigation rolls with advantage. What a navigator may not do is travel to locations known only by memory, e.g. “I would like to travel to that ruined temple we found two weeks ago,” nor may the navigator simply point to the party’s map and declare that they are travelling there. Once per watch, the navigator must make a Wisdom (Survival) check to ensure the party is still travelling in the correct direction. This can be assisted by another party member if they are proficient in Survival or have access to cartographer's tools with proficiency. === Landmark navigation === Landmark navigation occurs when the party has a clear, visible destination in view: the snowy cleft mountain, the massive black tree on the hill, or the ruined fortress looming ahead. So long as the landmark is clearly in view, the party does not need to make checks to navigate to it. In some cases (like a fog or other snowstorm), a roll might be requested. === Tracking === If a character wishes to track another creature or group of creatures over long distances, they must make a '''Wisdom (Survival) check''' for each watch they wish to spend tracking. The DC varies, depending on the terrain, weather, and creature. Another player that is proficient in Survival can assist a character tracking, granting them advantage on the roll. If a character has some other means of tracking a creature, such as by magic, they may also assist a tracking character. == Shelter and sleeping == === Warmth === With the exception of temperatures above 70 degrees Fahrenheit/21 Celsius (commonly experienced only in arid climates or the hottest summer months), some additional source of warmth is required at night beyond basic adventuring clothing. If a character sleeps with a blanket or bedroll, they suffer no ill effects; if a character sleeps next to an open campfire or other large source of heat, they will similarly suffer no ill effects. === Wetness === A wet creature will dry off over the course of one hour, so long as they stay dry the entire time. If that creature is near a significant source of heat, such as a campfire or stove, that time is cut in half. === Exposure === Beyond simple rain and snow, other forms of exposure, typically wind, can sap away at a character’s strength. The simplest way to avoid exposure is through shelter, which shields a party. Shelter is any structure or formation that has at least three walls and a roof. === Sleeping === In order to avoid ill effects while resting, characters must satisfy all three conditions: they must stay warm, they must stay dry, and they must stay sheltered. Over the course of a long rest, if a character does not satisfy any of the above conditions, they must make a DC 10 Constitution saving throw at the end of their rest or suffer a level of exhaustion. For each condition a character does not satisfy, the DC increases by 5, and the character suffers an additional level of exhaustion. == Food and water == === Food === A character needs one pound of food per day, and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character that goes a day eating less than half a pound of food must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. === Water === A character needs one gallon of water per day, or two gallons per day if the weather is hot, typically above 95 degrees Fahrenheit/35 Celsius. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. A character must split their water consumption into at least two watches; that is, they cannot drink an entire gallon at one time and nothing else. === Unclean food and water === Consuming food or water found in The Wilds can be dangerous. Hunted game can carry plague, fruits may be rotten through, and water can carry foul disease. Water can be purified through the purify food and drink spell or similar, or by being boiled for 1 minute. Generally speaking, most food rots after one week; foods like grains, tropical fruit, most vegetables, and most cooked dishes. Raw meat of all varieties rots after 24 hours, as do most dairy products. There's a lot of ways to preserve food or mitigate sicknesses like these. D&D rations are safe to use for up to 2 months. If a character drinks water that has not been purified, or eats food that is rotted, they must make a Constitution saving throw one hour after ingestion. A fail results in one or two levels of exhaustion. == Downtime phase activities == === Surveying === When in a region of the Marches, an adventurer can spend time in the wilds, searching for signs of local creatures, so as to ascertain what dwells in the region. Over the course of a watch, a character may survey an entire region to determine what sorts of creatures dwell there. At the end of the watch, the character makes an '''Intelligence (Nature) check''': they discover evidence of each creatures based on its Survey DC. Another character can assist, provided they are proficient in Nature. Surveying is meant to allow players to examine an area’s inhabitants in some detail, provided they are willing to sink not-insignificant time into doing so. Without surveying, the only methods by which players can discover a region’s inhabitants are by random encounters or by stumbling onto their lairs. === Mapping Landmarks === A character that has cartographer’s tools and is proficient in them may map landmarks visited during the trip. This can be done over the course of two downtime watches (8h). A character makes an '''Intelligence check with Cartographer’s Tools'''. The DC depends on the distance from the last confirmed (mapped) landmark. A successful roll provides the cartographer with insights to locations on their map. === Hunting === After a region has been surveyed, there may come a time when adventurers would like to hunt down a creature they know dwells in the area, whether to exterminate it, to collect the natural resources its body holds, or perhaps just to talk, for instance. A character can only successfully hunt a creature that is known to make its home in the region, whether that knowledge was gained from surveying the region or not. Over the course of a watch, a character may attempt to hunt a creature to its lair or other resting spot. At the end of the watch, the character makes a Wisdom (Survival) check against the creatures’ Survey DC. A character may assist, provided they are proficient in Survival. '''Characters can’t hunt while traveling, but the watch spent hunting counts towards travel time for the day.''' 008bd94ef3a51089b51b323e655a755760cfccd7 37 15 2023-03-31T20:11:39Z TimorSol 2 wikitext text/x-wiki == Travel activities == Most activities and events conducted during a day of travel can be divided into watches, a standard unit of time used for longer-term play. In an ordinary 24-hour day, there are six watches, each equivalent to about four hours. '''A party can travel for two watches (8 hours) and need two watches (8 hours) for a long rest. This leaves 2 watches (8 hours) for other activities.''' Regular 5e rules apply to forced travel or not resting enough. These are done while traveling, and take up your 8 hours of travel time per day. Basic activities include: === Notice Threats === A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their '''passive Wisdom (Perception)''' score to notice threats. === Search === A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their '''passive Wisdom (Perception)''' score, against a DC determined by the GM. === Navigate === A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make '''Wisdom (Survival) checks to navigate'''. A party member can assist the navigator, if they are proficient in Survival. When an adventurer can tell cardinal directions, such as a character with Keen Mind, they always have advantage made on Wisdom (Survival) checks made to navigate. === Foraging === Over the course of a watch, a character can forage for food or water; if the party is traveling, this can only be done while traveling at a slow or normal pace. At the conclusion of watch, the character makes a '''Wisdom (Survival) check''', with the DC determined by the region the party is traveling through. If the party traveled through more than one region over the course of a watch, use the DC for whichever the party spent the most time in. On a failure, the character finds nothing. On a success, the character finds an amount equal to 1d6 + Wisdom modifier, either in pounds (for food) or gallons (for water). === Track === A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Rules for tracking are found below. Generally speaking, a party does not need both a navigator and a tracker. === Helping While traveling === Any activity undertaken by a character while traveling can be assisted by another character, granting advantage on the roll. In some cases, such as when navigating or tracking, there are certain requisite skill proficiencies or others a character must have before they can help. Features, spells, and other effects that grant a specific bonus to a check, such as a cleric’s guidance spell, can be used during travel activities. If the effect requires an action, such as with guidance, the character granting the effect must use their entire travel activity to do so. If the effect is passive, such as from a magic item, the effect is simply enacted as on a normal check. == Navigation == === Visibility === By default the horizon is approximately 3 miles away, meaning anything without significant size or elevation cannot be seen past the 3 mile limit. However, larger objects typically can be seen from a greater distance, meaning that navigating by landmarks further than 3 miles away is possible, provided there are no obstructions in the way, like trees, hills, or buildings. === Directional Navigation === When choosing a direction, the navigator may do so with absolute directions, e.g. “I would like to travel north.” They may also do so with relative directions, e.g. “I would like to travel rightward of our current facing.” If the navigator has means to know cardinal directions with certainty, such as the Keen Mind feat or through a compass, they make all directional navigation rolls with advantage. What a navigator may not do is travel to locations known only by memory, e.g. “I would like to travel to that ruined temple we found two weeks ago,” nor may the navigator simply point to the party’s map and declare that they are travelling there. Once per watch, the navigator must make a Wisdom (Survival) check to ensure the party is still traveling in the correct direction. This can be assisted by another party member if they are proficient in Survival or have access to cartographer's tools with proficiency. === Landmark navigation === Landmark navigation occurs when the party has a clear, visible destination in view: the snowy cleft mountain, the massive black tree on the hill, or the ruined fortress looming ahead. So long as the landmark is clearly in view, the party does not need to make checks to navigate to it. In some cases (like a fog or other snowstorm), a roll might be requested. === Tracking === If a character wishes to track another creature or group of creatures over long distances, they must make a '''Wisdom (Survival) check''' for each watch they wish to spend tracking. The DC varies, depending on the terrain, weather, and creature. Another player that is proficient in Survival can assist a character tracking, granting them advantage on the roll. If a character has some other means of tracking a creature, such as by magic, they may also assist a tracking character. == Shelter and sleeping == === Warmth === With the exception of temperatures above 70 degrees Fahrenheit/21 Celsius (commonly experienced only in arid climates or the hottest summer months), some additional source of warmth is required at night beyond basic adventuring clothing. If a character sleeps with a blanket or bedroll, they suffer no ill effects; if a character sleeps next to an open campfire or other large source of heat, they will similarly suffer no ill effects. === Wetness === A wet creature will dry off over the course of one hour, so long as they stay dry the entire time. If that creature is near a significant source of heat, such as a campfire or stove, that time is cut in half. === Exposure === Beyond simple rain and snow, other forms of exposure, typically wind, can sap away at a character’s strength. The simplest way to avoid exposure is through shelter, which shields a party. Shelter is any structure or formation that has at least three walls and a roof. === Sleeping === In order to avoid ill effects while resting, characters must satisfy all three conditions: they must stay warm, they must stay dry, and they must stay sheltered. Over the course of a long rest, if a character does not satisfy any of the above conditions, they must make a DC 10 Constitution saving throw at the end of their rest or suffer a level of exhaustion. For each condition a character does not satisfy, the DC increases by 5, and the character suffers an additional level of exhaustion. == Food and water == === Food === A character needs one pound of food per day, and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character that goes a day eating less than half a pound of food must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. === Water === A character needs one gallon of water per day, or two gallons per day if the weather is hot, typically above 95 degrees Fahrenheit/35 Celsius. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. A character must split their water consumption into at least two watches; that is, they cannot drink an entire gallon at one time and nothing else. === Unclean food and water === Consuming food or water found in The Wilds can be dangerous. Hunted game can carry plague, fruits may be rotten through, and water can carry foul disease. Water can be purified through the purify food and drink spell or similar, or by being boiled for 1 minute. Generally speaking, most food rots after one week; foods like grains, tropical fruit, most vegetables, and most cooked dishes. Raw meat of all varieties rots after 24 hours, as do most dairy products. There's a lot of ways to preserve food or mitigate sicknesses like these. D&D rations are safe to use for up to 2 months. If a character drinks water that has not been purified, or eats food that is rotted, they must make a Constitution saving throw one hour after ingestion. A fail results in one or two levels of exhaustion. == Downtime phase activities == === Surveying === When in a region of the Marches, an adventurer can spend time in the wilds, searching for signs of local creatures, so as to ascertain what dwells in the region. Over the course of a watch, a character may survey an entire region to determine what sorts of creatures dwell there. At the end of the watch, the character makes an '''Intelligence (Nature) check''': they discover evidence of each creatures based on its Survey DC. Another character can assist, provided they are proficient in Nature. Surveying is meant to allow players to examine an area’s inhabitants in some detail, provided they are willing to sink not-insignificant time into doing so. Without surveying, the only methods by which players can discover a region’s inhabitants are by random encounters or by stumbling onto their lairs. === Mapping Landmarks === A character that has cartographer’s tools and is proficient in them may map landmarks visited during the trip. This can be done over the course of two downtime watches (8h). A character makes an '''Intelligence check with Cartographer’s Tools'''. The DC depends on the distance from the last confirmed (mapped) landmark. A successful roll provides the cartographer with insights to locations on their map. === Hunting === After a region has been surveyed, there may come a time when adventurers would like to hunt down a creature they know dwells in the area, whether to exterminate it, to collect the natural resources its body holds, or perhaps just to talk, for instance. A character can only successfully hunt a creature that is known to make its home in the region, whether that knowledge was gained from surveying the region or not. Over the course of a watch, a character may attempt to hunt a creature to its lair or other resting spot. At the end of the watch, the character makes a Wisdom (Survival) check against the creatures’ Survey DC. A character may assist, provided they are proficient in Survival. '''Characters can’t hunt while traveling, but the watch spent hunting counts towards travel time for the day.''' [[Category: Rules]] 7649e980d000fee88861b07f674c5fb5a2f65900 Crafting 0 7 16 2023-03-30T21:43:38Z TimorSol 2 Created page with "If you are searching for known unique crafting materials, visit [[Crafting Materials|this page]]. While ordinary equipment can usually be bought from a general store, magical item crafting is a more involved process. Eking out the inherent magical properties from powerful artifacts, metals, monster parts, and other materials requires both a highly trained hand and a willing supplier of these items of power. The two main materials required in nearly all magical items are..." wikitext text/x-wiki If you are searching for known unique crafting materials, visit [[Crafting Materials|this page]]. While ordinary equipment can usually be bought from a general store, magical item crafting is a more involved process. Eking out the inherent magical properties from powerful artifacts, metals, monster parts, and other materials requires both a highly trained hand and a willing supplier of these items of power. The two main materials required in nearly all magical items are the component and the catalyst. Both are magically-charged objects or substances, usually body parts of a monster, or other innately magical being. The component determines the use of a magical item - like a fire elemental core will produce things related to fire (resistance or damage). The catalyst, serves as a physical medium through which the power of the component can be made to flow - boar tusk and a dragon tooth are both catalysts, but of vastly different power levels. The component and catalyst must always be separate items. In addition to the catalyst and component, many magical items require some other materials as well—weapons and armor require metals, cloaks and robes take cloth, and so on. Crafting a magic item requires the labor of a craftsperson – and they are usually reimbursed with gold. The amount will vary based on the level of treasure you want, but it will always be a significant amount. The Town is home not only to adventurers, but also to wayward souls, pioneers, refugees, artisans, storytellers, and more. With time, more craftspeople may come to the Town, depending on your actions. There are no enchanters or people who would be able to upgrade items in the Town. 44da1c13e73c9078c0c0ca7fea9e6d0d17c88e0d 19 16 2023-03-31T11:41:09Z TimorSol 2 wikitext text/x-wiki If you are searching for known unique crafting materials, visit [[Crafting Materials|this page]]. === Catalysts and Components === While ordinary equipment can usually be bought from a general store, magical item crafting is a more involved process. Eking out the inherent magical properties from powerful artifacts, metals, monster parts, and other materials requires both a highly trained hand and a willing supplier of these items of power. The two main materials required in nearly all magical items are the '''component and the catalyst'''. Both are magically-charged objects or substances, usually body parts of a monster, or other innately magical being. The component determines the use of a magical item - like a fire elemental core will produce things related to fire (resistance or damage). The catalyst, serves as a physical medium through which the power of the component can be made to flow - boar tusk and a dragon tooth are both catalysts, but of vastly different power levels. The component and catalyst must always be separate items. In addition to the catalyst and component, many magical items require some other materials as well—weapons and armor require metals, cloaks and robes take cloth, and so on. Both catalyst and component can be interchangeable: the naturally magic-laden feathers of a roc are useful as the component for an item which expresses a basic element of flight, the sky, or some other aspect that the roc itself embodies. This makes it an effective component for a cloak of flying, for instance. However, roc feathers could be equally useful as a powerful catalyst for a different item. === Craftsperson === Crafting a magic item requires the labor of a craftsperson – and they are usually reimbursed with gold. The amount will vary based on the level of treasure you want, but it will always be a significant amount. The Town is home not only to adventurers, but also to wayward souls, pioneers, refugees, artisans, storytellers, and more. With time, more craftspeople may come to the Town, depending on your actions. There are no enchanters or people who would be able to upgrade items in the Town. === Item Tier === The [[crafting materials]] rarity and potency depend on their source of origin. Mostly, they are harvested parts of a monster. {| class="wikitable" |+ Caption text |- ! Monster CR !! Material Tier |- | 1-4|| Common |- | 5-10|| Uncommon |- | 11-17 || Rare |- | 18-23 || Very Rare |- | 24-30 || Legendary |} a33a965c03394677ff779de113327fdbda3e62fa 20 19 2023-03-31T11:41:51Z TimorSol 2 wikitext text/x-wiki If you are searching for known unique crafting materials, visit [[Crafting Materials|this page]]. === Catalysts and Components === While ordinary equipment can usually be bought from a general store, magical item crafting is a more involved process. Eking out the inherent magical properties from powerful artifacts, metals, monster parts, and other materials requires both a highly trained hand and a willing supplier of these items of power. The two main materials required in nearly all magical items are the '''component and the catalyst'''. Both are magically-charged objects or substances, usually body parts of a monster, or other innately magical being. The component determines the use of a magical item - like a fire elemental core will produce things related to fire (resistance or damage). The catalyst, serves as a physical medium through which the power of the component can be made to flow - boar tusk and a dragon tooth are both catalysts, but of vastly different power levels. The component and catalyst must always be separate items. In addition to the catalyst and component, many magical items require some other materials as well—weapons and armor require metals, cloaks and robes take cloth, and so on. Both catalyst and component can be interchangeable: the naturally magic-laden feathers of a roc are useful as the component for an item which expresses a basic element of flight, the sky, or some other aspect that the roc itself embodies. This makes it an effective component for a cloak of flying, for instance. However, roc feathers could be equally useful as a powerful catalyst for a different item. === Craftsperson === Crafting a magic item requires the labor of a craftsperson – and they are usually reimbursed with gold. The amount will vary based on the level of treasure you want, but it will always be a significant amount. The Town is home not only to adventurers, but also to wayward souls, pioneers, refugees, artisans, storytellers, and more. With time, more craftspeople may come to the Town, depending on your actions. There are no enchanters or people who would be able to upgrade items in the Town. === Item Tier === The [[Crafting Materials]] rarity and potency depend on their source of origin. Mostly, they are harvested parts of a monster. {| class="wikitable" |+ Caption text |- ! Monster CR !! Material Tier |- | 1-4|| Common |- | 5-10|| Uncommon |- | 11-17 || Rare |- | 18-23 || Very Rare |- | 24-30 || Legendary |} 05754867a8198da058dcd1466cec52650a8f9c73 21 20 2023-03-31T11:42:15Z TimorSol 2 wikitext text/x-wiki If you are searching for known unique crafting materials, visit [[Crafting Materials|this page]]. === Catalysts and Components === While ordinary equipment can usually be bought from a general store, magical item crafting is a more involved process. Eking out the inherent magical properties from powerful artifacts, metals, monster parts, and other materials requires both a highly trained hand and a willing supplier of these items of power. The two main materials required in nearly all magical items are the '''component and the catalyst'''. Both are magically-charged objects or substances, usually body parts of a monster, or other innately magical being. The component determines the use of a magical item - like a fire elemental core will produce things related to fire (resistance or damage). The catalyst, serves as a physical medium through which the power of the component can be made to flow - boar tusk and a dragon tooth are both catalysts, but of vastly different power levels. The component and catalyst must always be separate items. In addition to the catalyst and component, many magical items require some other materials as well—weapons and armor require metals, cloaks and robes take cloth, and so on. Both catalyst and component can be interchangeable: the naturally magic-laden feathers of a roc are useful as the component for an item which expresses a basic element of flight, the sky, or some other aspect that the roc itself embodies. This makes it an effective component for a cloak of flying, for instance. However, roc feathers could be equally useful as a powerful catalyst for a different item. === Craftsperson === Crafting a magic item requires the labor of a craftsperson – and they are usually reimbursed with gold. The amount will vary based on the level of treasure you want, but it will always be a significant amount. The Town is home not only to adventurers, but also to wayward souls, pioneers, refugees, artisans, storytellers, and more. With time, more craftspeople may come to the Town, depending on your actions. There are no enchanters or people who would be able to upgrade items in the Town. === Item Tier === The [[Crafting Materials]] rarity and potency depend on their source of origin. Mostly, they are harvested parts of a monster. {| class="wikitable" |+ Component rarity table |- ! Monster CR !! Material Tier |- | 1-4|| Common |- | 5-10|| Uncommon |- | 11-17 || Rare |- | 18-23 || Very Rare |- | 24-30 || Legendary |} 61a1a8c9d2a2cef4a8c5eff6ab601cece0cec9ea 22 21 2023-03-31T11:44:27Z TimorSol 2 wikitext text/x-wiki If you are searching for known unique crafting materials, visit [[Crafting Materials|this page]]. === Catalysts and Components === While ordinary equipment can usually be bought from a general store, magical item crafting is a more involved process. Eking out the inherent magical properties from powerful artifacts, metals, monster parts, and other materials requires both a highly trained hand and a willing supplier of these items of power. The two main materials required in nearly all magical items are the '''component and the catalyst'''. Both are magically-charged objects or substances, usually body parts of a monster, or other innately magical being. The component determines the use of a magical item - like a fire elemental core will produce things related to fire (resistance or damage). The catalyst, serves as a physical medium through which the power of the component can be made to flow - boar tusk and a dragon tooth are both catalysts, but of vastly different power levels. The component and catalyst must always be separate items. In addition to the catalyst and component, many magical items require some other materials as well—weapons and armor require metals, cloaks and robes take cloth, and so on. Both catalyst and component can be interchangeable: the naturally magic-laden feathers of a roc are useful as the component for an item which expresses a basic element of flight, the sky, or some other aspect that the roc itself embodies. This makes it an effective component for a cloak of flying, for instance. However, roc feathers could be equally useful as a powerful catalyst for a different item. === Craftsperson === Crafting a magic item requires the labor of a craftsperson – and they are usually reimbursed with gold. The amount will vary based on the level of treasure you want, but it will always be a significant amount. The Town is home not only to adventurers, but also to wayward souls, pioneers, refugees, artisans, storytellers, and more. With time, more craftspeople may come to the Town, depending on your actions. There are no enchanters or people who would be able to upgrade items in the Town. === Item Tier === The [[Crafting Materials]] rarity and potency depend on their source of origin. Mostly, they are harvested parts of a monster. {| class="wikitable" |+ Component rarity table |- ! Monster CR !! Material Tier |- | 1-4|| Common |- | 5-10|| Uncommon |- | 11-17 || Rare |- | 18-23 || Very Rare |- | 24-30 || Legendary |} 6f046c7cd792249c39686ac18253e67ba71453d1 32 22 2023-03-31T18:14:27Z TimorSol 2 wikitext text/x-wiki If you are searching for known unique crafting materials, visit [[Crafting Materials|this page]]. === Catalysts and Components === While ordinary equipment can usually be bought from a general store, magical item crafting is a more involved process. Eking out the inherent magical properties from powerful artifacts, metals, monster parts, and other materials requires both a highly trained hand and a willing supplier of these items of power. The two main materials required in nearly all magical items are the '''component and the catalyst'''. Both are magically-charged objects or substances, usually body parts of a monster, or other innately magical being. The component determines the use of a magical item - like a fire elemental core will produce things related to fire (resistance or damage). The catalyst, serves as a physical medium through which the power of the component can be made to flow - boar tusk and a dragon tooth are both catalysts, but of vastly different power levels. The component and catalyst must always be separate items. In addition to the catalyst and component, many magical items require some other materials as well—weapons and armor require metals, cloaks and robes take cloth, and so on. Both catalyst and component can be interchangeable: the naturally magic-laden feathers of a roc are useful as the component for an item which expresses a basic element of flight, the sky, or some other aspect that the roc itself embodies. This makes it an effective component for a cloak of flying, for instance. However, roc feathers could be equally useful as a powerful catalyst for a different item. === Craftsperson === Crafting a magic item requires the labor of a craftsperson – and they are usually reimbursed with gold. The amount will vary based on the level of treasure you want, but it will always be a significant amount. The Town is home not only to adventurers, but also to wayward souls, pioneers, refugees, artisans, storytellers, and more. With time, more craftspeople may come to the Town, depending on your actions. There are no enchanters or people who would be able to upgrade items in the Town. === Item Tier === The [[Crafting Materials]] rarity and potency depend on their source of origin. Mostly, they are harvested parts of a monster. {| class="wikitable" |+ Component rarity table |- ! Monster CR !! Material Tier |- | 1-4|| Common |- | 5-10|| Uncommon |- | 11-17 || Rare |- | 18-23 || Very Rare |- | 24-30 || Legendary |} [[Category: Crafting]] bb27719bf2bc3761a2aee0bd23ef3e34a664ea2a Crafting Materials 0 8 18 2023-03-31T11:35:55Z TimorSol 2 Created page with "If you are looking for the general crafting rules, [[Crafting|please go to this page]]. Crafting materials are mostly harvested from powerful foes. The more powerful the enemy, the more potent the crafting material. Not every beast will have those. Crafting materials are the only sure and safe way to actually create a magic item of your desire. The list below contains known crafting materials: * Were-creatures: Shapeshifter blood * Yuan-ti: hide, shapeshifter blood, s..." wikitext text/x-wiki If you are looking for the general crafting rules, [[Crafting|please go to this page]]. Crafting materials are mostly harvested from powerful foes. The more powerful the enemy, the more potent the crafting material. Not every beast will have those. Crafting materials are the only sure and safe way to actually create a magic item of your desire. The list below contains known crafting materials: * Were-creatures: Shapeshifter blood * Yuan-ti: hide, shapeshifter blood, serrated teeth * Crocuta: Crocuta Hide, Teeth, claws * Ankheg: Bile Glands, Chitin * Bronzewood grove: [[Bronzewood]] * Displacer Beast: Hide, Claws, Tentacles * Troll: Troll Heart 2715460cc42aa321c14922acb77eca1f0270aba4 23 18 2023-03-31T11:47:29Z TimorSol 2 wikitext text/x-wiki If you are looking for the general crafting rules, [[Crafting|please go to this page]]. Crafting materials are mostly harvested from powerful foes. The more powerful the enemy, the more potent the crafting material. Not every beast will have those. Crafting materials are the only sure and safe way to actually create a magic item of your desire. The list below contains known crafting materials: * Were-creatures: Shapeshifter blood * Yuan-ti: hide, shapeshifter blood, serrated teeth * Crocuta: Crocuta Hide, Teeth, claws * Ankheg: Bile Glands, Chitin * Displacer Beast: Hide, Claws, Tentacles * Troll: Troll Heart There are also known unique components that are not of monster-origin. These are: * Bronzewood grove: [[Bronzewood]] * Unknown source: Wolfram metal * Unknown source: Fire Core 8ec60f2015929305e83c26484aaaa3bd0717d865 30 23 2023-03-31T18:12:29Z TimorSol 2 wikitext text/x-wiki If you are looking for the general crafting rules, [[Crafting|please go to this page]]. Crafting materials are mostly harvested from powerful foes. The more powerful the enemy, the more potent the crafting material. Not every beast will have those. Crafting materials are the only sure and safe way to actually create a magic item of your desire. The list below contains known crafting materials: * Were-creatures: Shapeshifter blood * Yuan-ti: hide, shapeshifter blood, serrated teeth * Crocuta: Crocuta Hide, Teeth, claws * Ankheg: Bile Glands, Chitin * Displacer Beast: Hide, Claws, Tentacles * Troll: Troll Heart There are also known unique components that are not of monster-origin. These are: * Bronzewood grove: [[Bronzewood]] * Unknown source: Wolfram metal * Unknown source: Fire Core [[Category: name of category ]] 967e8c4f5c3b1df8e2042a9d54fc79da409f6339 31 30 2023-03-31T18:12:47Z TimorSol 2 wikitext text/x-wiki If you are looking for the general crafting rules, [[Crafting|please go to this page]]. Crafting materials are mostly harvested from powerful foes. The more powerful the enemy, the more potent the crafting material. Not every beast will have those. Crafting materials are the only sure and safe way to actually create a magic item of your desire. The list below contains known crafting materials: * Were-creatures: Shapeshifter blood * Yuan-ti: hide, shapeshifter blood, serrated teeth * Crocuta: Crocuta Hide, Teeth, claws * Ankheg: Bile Glands, Chitin * Displacer Beast: Hide, Claws, Tentacles * Troll: Troll Heart There are also known unique components that are not of monster-origin. These are: * Bronzewood grove: [[Bronzewood]] * Unknown source: Wolfram metal * Unknown source: Fire Core [[Category: Crafting]] a079738574eb6fd4088506dd4a82cdff49bb8946 Plants 0 9 26 2023-03-31T12:02:55Z TimorSol 2 Created page with "The island is a source of unique flora and fauna. Due to the dormant (or less dormant) magic powers flowing through the Oasis, some specimen can be unique to the island. During expeditions, information of the surrounding flora can be mapped or noticed by adventurers. The list below will contain information about plantlife that has been specifically noticed and named. * [[Obliviax Moss|Memory Loss Moss]] * Beachwood Tree" wikitext text/x-wiki The island is a source of unique flora and fauna. Due to the dormant (or less dormant) magic powers flowing through the Oasis, some specimen can be unique to the island. During expeditions, information of the surrounding flora can be mapped or noticed by adventurers. The list below will contain information about plantlife that has been specifically noticed and named. * [[Obliviax Moss|Memory Loss Moss]] * Beachwood Tree 1d80f28f6cc0fc2e3130e762e50333b5a530c3e7 Component 0 10 33 2023-03-31T18:26:47Z TimorSol 2 Created page with "Components are one of two [[Crafting Materials]] that are necessary to create any magical item. They are usually harvested from magical creatures or found in Oasis. Components can also be used as a [[Catalyst]], but for crafting purposes they need to be separate and different elements. [[Category: Crafting]]" wikitext text/x-wiki Components are one of two [[Crafting Materials]] that are necessary to create any magical item. They are usually harvested from magical creatures or found in Oasis. Components can also be used as a [[Catalyst]], but for crafting purposes they need to be separate and different elements. [[Category: Crafting]] 348d1e8dea88a464fb925a7ee94d3b6baf20f5ab Catalyst 0 11 34 2023-03-31T18:27:36Z TimorSol 2 Created page with "Catalysts are one of two [[Crafting Materials]] that are necessary to create any magical item. They are usually harvested from magical creatures or found in Oasis. A catalyst can also be used as a [[Component]], but for crafting purposes they need to be separate and different elements. [[Category: Crafting]]" wikitext text/x-wiki Catalysts are one of two [[Crafting Materials]] that are necessary to create any magical item. They are usually harvested from magical creatures or found in Oasis. A catalyst can also be used as a [[Component]], but for crafting purposes they need to be separate and different elements. [[Category: Crafting]] 4160164a00a48fdd37f96ff8e6efe2b23e30da8c File:Proto.jpg 6 12 38 2023-03-31T20:36:54Z TimorSol 2 wikitext text/x-wiki An artistic impression of how the town looks. ecc7ea1d8d7bfae751afa94804fe845889c4d1ec Proto 0 13 39 2023-03-31T20:45:37Z TimorSol 2 Created page with "=== The Town === Proto is a small town that has been built on the ruins of a centuries-old harbor of Oasis. Despite its modest size, with no more than a couple of dozens of functional and intact houses, it has all of the commodities that its residents need. The town is the only known civilization spot on the whole island. Life in Proto is not easy. The town is isolated on an island surrounded by deadly waters. Luckily it is also protected by a magical barrier created by..." wikitext text/x-wiki === The Town === Proto is a small town that has been built on the ruins of a centuries-old harbor of Oasis. Despite its modest size, with no more than a couple of dozens of functional and intact houses, it has all of the commodities that its residents need. The town is the only known civilization spot on the whole island. Life in Proto is not easy. The town is isolated on an island surrounded by deadly waters. Luckily it is also protected by a magical barrier created by an ancient relic unearthed from the harbor ruins – a majestic crystal hovering in the middle of Proto.<br> Until not so long ago, the town was inhabited by a diverse group of humanoids, stranded on the island by accident – a strange mix of old and young pirates, sailors, merchants and craftspeople. Today, Proto is a pioneer city, with most of its residents being still either adventurers or cherrypicked settlers seeking to explore the uncharted lands. Only a few of the original inhabitants of the town decided to stay in it after its re-discovery. === Relevant locations: === ==== The Crossroads - General Store ==== Owner: Yak Graystar, male Orc, mid 50s, originally connected to the Revelry, currently the only general store owner. ==== Sentinels - Blacksmith/Armory ==== Owners: Bavroul and Andreana Runehell, Dwarven twins, age unknown, Bavroul makes armors, Andreana weapons. ==== House of Wind - Potions/Poisons ==== Owner: Damakos Leafdancer, Tiefling/Leonin, male, ~25 uears, promising alchemist and researcher. ==== The Shooting Star - Fletcher/Bowyer ==== Owner: Thalia Silentfall, Elf female, mid 400, secretive, hunter when not working. ==== The Revelation - Faith Supplies ==== Owner: Bingo Whitfoot, male halfling, mid 50s, absent-minded, yet seemed to be favored by gods. ==== The Cat In The Hat - Adventuring Gear ==== Cuzracraa Pyre, non-binary tabaxi, mid 30s, the most capable to fulfill custom commissions made by heroes. ==== Arcane Affinity - Magic Supply ==== Owner: Gnaknirt Dimbuckle, male gnome, around 300, capable tinkerer and mage with little interest in reality. ==== Lucky Hoof - Stables ==== Owner: Stamydos Duskvale, male centaur, mid 30s, no animal is able to outrun him. ==== The Establishment - Tavern ==== Owner: Pierce (The Eye), male human in his 60s, one of the few original inhabitants of the town, claims he doesn't remember how he got on the Island. ==== The art gallery ==== Owner: Juliette, the bard, the gallery is set in a repurposed barn. [[File:Proto.jpg|thumb|The Town of Proto]] [[Category: Locations]] 99fee7c2a916c8b5fe46c10f511fd21eee8fd388 40 39 2023-03-31T20:51:39Z TimorSol 2 wikitext text/x-wiki === The Town === Proto is a small town that has been built on the ruins of a centuries-old harbor of Oasis. Despite its modest size, with no more than a couple of dozens of functional and intact houses, it has all of the commodities that its residents need. The town is the only known civilization spot on the whole island. Life in Proto is not easy. The town is isolated on an island surrounded by deadly waters. Luckily it is also protected by a magical barrier created by an ancient relic unearthed from the harbor ruins – a majestic crystal hovering in the middle of Proto.<br> Until not so long ago, the town was inhabited by a diverse group of humanoids, stranded on the island by accident – a strange mix of old and young pirates, sailors, merchants and craftspeople. Today, Proto is a pioneer city, with most of its residents being still either adventurers or cherrypicked settlers seeking to explore the uncharted lands. Only a few of the original inhabitants of the town decided to stay in it after its re-discovery. === Relevant locations: === ==== The Crossroads - General Store ==== Owner: Yak Graystar, male Orc, mid 50s, originally connected to the Revelry, currently the only general store owner. ==== Sentinels - Blacksmith/Armory ==== Owners: Bavroul and Andreana Runehell, Dwarven twins, age unknown, Bavroul makes armors, Andreana weapons. ==== House of Wind - Potions/Poisons ==== Owner: Damakos Leafdancer, Tiefling/Leonin, male, ~25 uears, promising alchemist and researcher. ==== The Shooting Star - Fletcher/Bowyer ==== Owner: Thalia Silentfall, Elf female, mid 400, secretive, hunter when not working. ==== The Revelation - Faith Supplies ==== Owner: Bingo Whitfoot, male halfling, mid 50s, absent-minded, yet seemed to be favored by gods. ==== The Cat In The Hat - Adventuring Gear ==== Cuzracraa Pyre, non-binary tabaxi, mid 30s, the most capable to fulfill custom commissions made by heroes. ==== Arcane Affinity - Magic Supply ==== Owner: Gnaknirt Dimbuckle, male gnome, around 300, capable tinkerer and mage with little interest in reality. ==== Lucky Hoof - Stables ==== Owner: Stamydos Duskvale, male centaur, mid 30s, no animal is able to outrun him. ==== The Establishment - Tavern ==== Owner: Pierce (The Eye), male human in his 60s, one of the few original inhabitants of the town, claims he doesn't remember how he got on the Island. ==== The Art gallery ==== Owner: Juliette, the bard, the gallery is set in a repurposed barn. [[File:Proto.jpg|thumb|The Town of Proto]] [[Category: Locations]] 6565cc51defb5cd8bf55dcb34f543ca24d9da3eb File:3009 - Graveyard isometric 80x76.jpg 6 14 41 2023-03-31T21:15:57Z TimorSol 2 wikitext text/x-wiki The Old Graveyard map 21b34d84e0aad0d3898e79716fd365216822e8dd Old Cemetery 0 15 42 2023-03-31T21:16:11Z TimorSol 2 Created page with "The Old Cemetery was used by the original inhabitants of Proto, and potentially by earlier inhabitants of the Island. The graveyard is a couple of miles away from the Town itself, to not spoil any of the water or ground near the town. It is situated on a cliff, roughly 30 feet above the water line. There are multiple graves above the cliff, some of them old, some new. Additionally, there's the constant sound of wood thumping on rocks audible nearby. Some of the town in..." wikitext text/x-wiki The Old Cemetery was used by the original inhabitants of Proto, and potentially by earlier inhabitants of the Island. The graveyard is a couple of miles away from the Town itself, to not spoil any of the water or ground near the town. It is situated on a cliff, roughly 30 feet above the water line. There are multiple graves above the cliff, some of them old, some new. Additionally, there's the constant sound of wood thumping on rocks audible nearby. Some of the town inhabitants have a custom of leaving corpses in their coffins, and hanging them by chains from the cliffs. This way the water takes them away with time, smashing the wood against the rocky cliff and finally taking the corpses away to the depths. There cemetery has a sub-level, roughly 10 feet below the earth, with a set of corridors and chambers seemingly used as burial grounds fro earlier generations. [[File:3009 - Graveyard isometric 80x76.jpg|thumb|The Old Graveyard]] 8c90fac56cd7c07078924877345faba0fe62aed7 43 42 2023-03-31T21:16:35Z TimorSol 2 wikitext text/x-wiki The Old Cemetery was used by the original inhabitants of Proto, and potentially by earlier inhabitants of the Island. The graveyard is a couple of miles away from the Town itself, to not spoil any of the water or ground near the town. It is situated on a cliff, roughly 30 feet above the water line. <br> There are multiple graves above the cliff, some of them old, some new. Additionally, there's the constant sound of wood thumping on rocks audible nearby. Some of the town inhabitants have a custom of leaving corpses in their coffins, and hanging them by chains from the cliffs. This way the water takes them away with time, smashing the wood against the rocky cliff and finally taking the corpses away to the depths.<br> There cemetery has a sub-level, roughly 10 feet below the earth, with a set of corridors and chambers seemingly used as burial grounds fro earlier generations. [[File:3009 - Graveyard isometric 80x76.jpg|thumb|The Old Graveyard]] eaa78094603f71e0d829e8c383e3f1ae494360a8 44 43 2023-03-31T21:17:58Z TimorSol 2 wikitext text/x-wiki The Old Cemetery was used by the original inhabitants of Proto, and potentially by earlier inhabitants of the Island. The graveyard is a couple of miles away from the Town itself, to not spoil any of the water or ground near the town. It is situated on a cliff, roughly 30 feet above the water line. <br> There are multiple graves above the cliff, some of them old, some new. Additionally, there's the constant sound of wood thumping on rocks audible nearby. Some of the town inhabitants have a custom of leaving corpses in their coffins, and hanging them by chains from the cliffs. This way the water takes them away with time, smashing the wood against the rocky cliff and finally taking the corpses away to the depths.<br> There cemetery has a sub-level, roughly 10 feet below the earth, with a set of corridors and chambers seemingly used as burial grounds fro earlier generations. [[File:3009 - Graveyard isometric 80x76.jpg|thumb|The Old Graveyard]] [[Category: Locations]] e5de052d856a3e5647ddf7d03f0bed11e665fc11 Category:Locations 14 16 45 2023-03-31T21:30:36Z TimorSol 2 Created page with "The list of locations is an ongoing process that will evolve with expeditions and their discoveries." wikitext text/x-wiki The list of locations is an ongoing process that will evolve with expeditions and their discoveries. 2018ce1f678db9c055286c65344e5bd55176e10b File:2910 - Coastal Shrine-cin.jpg 6 17 46 2023-03-31T21:35:19Z TimorSol 2 wikitext text/x-wiki The Coastal Shrine b92704ee7e92874510ab0dd0016829c29ae8b0b3 Coastal Shrine 0 18 47 2023-03-31T21:35:26Z TimorSol 2 Created page with "Standing on a cliff is a small shrine, with a statue of a tiefling-like creature, sitting criss-crossed. One of the hands of the statue and one horn are torn apart, and a sacrificial bowl that stands just beneath the statue is broken in half. Placing a small trinket, like a silver coin, into the bowl makes the person doing it feel like they have done the right thing, though no other effects have been noticed. Because of this elusive feeling, it is not uncommon for heroes..." wikitext text/x-wiki Standing on a cliff is a small shrine, with a statue of a tiefling-like creature, sitting criss-crossed. One of the hands of the statue and one horn are torn apart, and a sacrificial bowl that stands just beneath the statue is broken in half. Placing a small trinket, like a silver coin, into the bowl makes the person doing it feel like they have done the right thing, though no other effects have been noticed. Because of this elusive feeling, it is not uncommon for heroes to find several offerings placed at the statue’s feet. [[File:2910 - Coastal Shrine-cin.jpg|thumb|Coastal Shrine]] 394c05dbac9400513c353abfb5198c94dae05c07 48 47 2023-03-31T21:35:53Z TimorSol 2 wikitext text/x-wiki Standing on a cliff is a small shrine, with a statue of a tiefling-like creature, sitting criss-crossed. One of the hands of the statue and one horn are torn apart, and a sacrificial bowl that stands just beneath the statue is broken in half. Placing a small trinket, like a silver coin, into the bowl makes the person doing it feel like they have done the right thing, though no other effects have been noticed. Because of this elusive feeling, it is not uncommon for heroes to find several offerings placed at the statue’s feet. [[File:2910 - Coastal Shrine-cin.jpg|thumb|Coastal Shrine]] [[Category: Locations]] 9442563579899a61bbf6dda60ed0098ee765337e File:River Golem.jpg 6 19 49 2023-03-31T21:44:18Z TimorSol 2 wikitext text/x-wiki River Golem 49923ae81ee55447288b9c54d552cca417817c87 The Golem 0 20 50 2023-03-31T21:44:28Z TimorSol 2 Created page with "A 11-foot iron golem kneeling in the shallows among the reeds. The golem is heavily rusted, and it seems that it has not moved in quite some time.<br> Despite its immobility, the golem is still an imposing sight. Its metal body is adorned with intricate engravings and symbols, and its eyes seem to faintly glow with an barely visible light. On occasion, the golem does seem to slowly move and turn its head towards the characters, as if trying to listen to their words. But..." wikitext text/x-wiki A 11-foot iron golem kneeling in the shallows among the reeds. The golem is heavily rusted, and it seems that it has not moved in quite some time.<br> Despite its immobility, the golem is still an imposing sight. Its metal body is adorned with intricate engravings and symbols, and its eyes seem to faintly glow with an barely visible light. On occasion, the golem does seem to slowly move and turn its head towards the characters, as if trying to listen to their words. But despite its efforts, it is unable to move any further. It is unable to speak and communicate with others. <br> The golem's hands are two hammers, and the intricate carvings on its body are elaborate instructions as to how one could rebuild the city of Proto. The Golem also has a gaping hole in it's head, where some sort of power-core was once present. It is assumed that the power core has been taken by the Harpy Queen. [[File:River Golem.jpg|thumb|River Golem]] 6c0a0e5baddddfdf5e2f85fe23ab4247397944b9 The Golem 0 20 51 50 2023-03-31T21:45:48Z TimorSol 2 wikitext text/x-wiki A 11-foot iron golem kneeling in the shallows among the reeds. The golem is heavily rusted, and it seems that it has not moved in quite some time.<br> Despite its immobility, the golem is still an imposing sight. Its metal body is adorned with intricate engravings and symbols, and its eyes seem to faintly glow with an barely visible light. On occasion, the golem does seem to slowly move and turn its head towards the characters, as if trying to listen to their words. But despite its efforts, it is unable to move any further. It is unable to speak and communicate with others. <br><br> The golem's hands are two hammers, and the intricate carvings on its body are elaborate instructions as to how one could rebuild the city of Proto. The Golem also has a gaping hole in it's head, where some sort of power-core was once present. It is assumed that the power core has been taken by the Harpy Queen. [[File:River Golem.jpg|thumb|River Golem]] f2e938291a48ed210e640e17c45c2a94b29fe354 52 51 2023-03-31T21:46:15Z TimorSol 2 wikitext text/x-wiki A 11-foot iron golem kneeling in the shallows among the reeds. The golem is heavily rusted, and it seems that it has not moved in quite some time.<br> Despite its immobility, the golem is still an imposing sight. Its metal body is adorned with intricate engravings and symbols, and its eyes seem to faintly glow with an barely visible light. On occasion, the golem does seem to slowly move and turn its head towards the characters, as if trying to listen to their words. But despite its efforts, it is unable to move any further. It is unable to speak and communicate with others. <br><br> The golem's hands are two hammers, and the intricate carvings on its body are elaborate instructions as to how one could rebuild the city of Proto. The Golem also has a gaping hole in it's head, where some sort of power-core was once present. It is assumed that the power core has been taken by the Harpy Queen. [[File:River Golem.jpg|thumb|River Golem]] [[Category: Locations]] 3554e3176b365836bd6fe5f9ebe22dcb7992f0e2 61 52 2023-04-01T05:53:18Z TimorSol 2 wikitext text/x-wiki A 11-foot iron golem kneeling in the shallows among the reeds. The golem is heavily rusted, and it seems that it has not moved in quite some time.<br> Despite its immobility, the golem is still an imposing sight. Its metal body is adorned with intricate engravings and symbols, and its eyes seem to faintly glow with an barely visible light. On occasion, the golem does seem to slowly move and turn its head towards the characters, as if trying to listen to their words. But despite its efforts, it is unable to move any further. It is unable to speak and communicate with others. <br><br> The golem's hands are two hammers, and the intricate carvings on its body are elaborate instructions as to how one could rebuild the city of Proto. The Golem also has a gaping hole in it's head, where some sort of power-core was once present. It is assumed that the power core has been taken by the [[Harpy Queen]]. [[File:River Golem.jpg|thumb|River Golem]] [[Category: Locations]] 7e2c9a36539073975dc67476b65db65877d57333 River Arch 0 21 53 2023-03-31T22:08:30Z TimorSol 2 Created page with "Journeying down the river, once can come across a strange and mysterious landmark - a massive stone arch that spans the width of the river. The arch is ancient and crumbling, with cracks and fissures running through its surface. But despite its age, it still stands tall and proud, as if defying the forces of time and nature.<br> <br> The arch is adorned with decorations and intricate carvings, many of which are worn and faded with age. It's clear that the arch has a lon..." wikitext text/x-wiki Journeying down the river, once can come across a strange and mysterious landmark - a massive stone arch that spans the width of the river. The arch is ancient and crumbling, with cracks and fissures running through its surface. But despite its age, it still stands tall and proud, as if defying the forces of time and nature.<br> <br> The arch is adorned with decorations and intricate carvings, many of which are worn and faded with age. It's clear that the arch has a long and storied history, but the meaning of the carvings is lost to the ages.<br> As you pass under the arch, you feel a sense of awe and wonder. The arch seems to radiate a mysterious energy, and they can almost feel the weight of history pressing down upon them. Upon casting detect magic, a caster is able to feel traces of conjuration magic. 669a12bc1f742fc55f2543677fcedb3f0f6b74fd 54 53 2023-03-31T22:08:48Z TimorSol 2 wikitext text/x-wiki Journeying down the river, once can come across a strange and mysterious landmark - a massive stone arch that spans the width of the river. The arch is ancient and crumbling, with cracks and fissures running through its surface. But despite its age, it still stands tall and proud, as if defying the forces of time and nature.<br> <br> The arch is adorned with decorations and intricate carvings, many of which are worn and faded with age. It's clear that the arch has a long and storied history, but the meaning of the carvings is lost to the ages.<br> As you pass under the arch, you feel a sense of awe and wonder. The arch seems to radiate a mysterious energy, and they can almost feel the weight of history pressing down upon them. Upon casting detect magic, a caster is able to feel traces of conjuration magic. [[Category: Locations]] 92ec4298b75a3742639d82d2dcaf2afe9ba3dc68 Expedition Report 0 0 22 55 2023-04-01T05:24:26Z TimorSol 2 Created page with "''Our group went some 20 miles to the west of [[Proto]], to check up on the forward-standing foresters camp. Fine day to travel, sun was high up, no cloud in sight, pretty warm day. As of late, there have been reports of strange occurrences at the camp. Not all workers are accounted for, and some have gone out into the woods to collect resources and not returned. We went the classic route, passed the Golem and the old Arch.<br> Upon arriving at [[The Foresters Camp]], w..." wikitext text/x-wiki ''Our group went some 20 miles to the west of [[Proto]], to check up on the forward-standing foresters camp. Fine day to travel, sun was high up, no cloud in sight, pretty warm day. As of late, there have been reports of strange occurrences at the camp. Not all workers are accounted for, and some have gone out into the woods to collect resources and not returned. We went the classic route, passed the Golem and the old Arch.<br> Upon arriving at [[The Foresters Camp]], we found it in a pretty good order, though in fact not all workers were found. We assume wild bears had to take them. The workers we did encounter seemed pretty regular folk. We delivered some new rations and stayed for the night. The boys had a solid night of Three Dragon Ante and we didn't encounter anything unsettling during the night.<br> Next day we returned to Proto the same way, luckily we made it back before the snowstorm. '' [[Category: Expedition Reports]] 9949323570020553f4e6c5b133d60a828a3e8760 56 55 2023-04-01T05:25:10Z TimorSol 2 wikitext text/x-wiki Date: 15th of Fessuran, 845 PD ''Our group went some 20 miles to the west of [[Proto]], to check up on the forward-standing foresters camp. Fine day to travel, sun was high up, no cloud in sight, pretty warm day. As of late, there have been reports of strange occurrences at the camp. Not all workers are accounted for, and some have gone out into the woods to collect resources and not returned. We went the classic route, passed the Golem and the old Arch.<br> Upon arriving at [[The Foresters Camp]], we found it in a pretty good order, though in fact not all workers were found. We assume wild bears had to take them. The workers we did encounter seemed pretty regular folk. We delivered some new rations and stayed for the night. The boys had a solid night of Three Dragon Ante and we didn't encounter anything unsettling during the night.<br> Next day we returned to Proto the same way, luckily we made it back before the snowstorm. '' [[Category: Expedition Reports]] 5aea28bb5179fe63a00e2839fd1db580415f2f86 71 56 2023-04-01T06:21:14Z TimorSol 2 wikitext text/x-wiki Date: 5th of Fessuran, 845 PD ''Our group went some 20 miles to the west of [[Proto]], to check up on the forward-standing foresters camp. Fine day to travel, sun was high up, no cloud in sight, pretty warm day. As of late, there have been reports of strange occurrences at the camp. Not all workers are accounted for, and some have gone out into the woods to collect resources and not returned. We went the classic route, passed the Golem and the old Arch.<br> Upon arriving at [[The Foresters Camp]], we found it in a pretty good order, though in fact not all workers were found. We assume wild bears had to take them. The workers we did encounter seemed pretty regular folk. We delivered some new rations and stayed for the night. The boys had a solid night of Three Dragon Ante and we didn't encounter anything unsettling during the night.<br> Next day we returned to Proto the same way, luckily we made it back before the snowstorm. '' [[Category: Expedition Reports]] 7f51c035e252ea0419e1c5b22278d89df5402cd7 File:Forest Camp - cin1.jpg 6 23 57 2023-04-01T05:32:59Z TimorSol 2 wikitext text/x-wiki a visual representation of the camp before it was destroyed. ba83cf5b6cefa508c5423e86272ce3a4489395dc The Foresters Camp 0 24 58 2023-04-01T05:33:13Z TimorSol 2 Created page with "The dense forest gives way to a small clearing where a group of foresters had set up camp. Surrounding the camp is a low wooden fence, and the scent of woodsmoke lingers in the air. The camp appears to have been abandoned suddenly, with tools and weapons left behind, now covered in dust and cobwebs. The supplies and food are left out in the open, now spoiled or taken by scavengers. The large shack where the foresters would gather to eat, rest, and plan their work, is no..." wikitext text/x-wiki The dense forest gives way to a small clearing where a group of foresters had set up camp. Surrounding the camp is a low wooden fence, and the scent of woodsmoke lingers in the air. The camp appears to have been abandoned suddenly, with tools and weapons left behind, now covered in dust and cobwebs. The supplies and food are left out in the open, now spoiled or taken by scavengers. The large shack where the foresters would gather to eat, rest, and plan their work, is now empty, the tables still set as if waiting for the next meal. Nearby, a makeshift corral once held a group of oxen or horses, but they are no longer there, likely taken by the foresters. As one approaches the camp, an eerie silence and abandoned feeling permeate the atmosphere. The only sounds are those of the forest, occasional twig snaps underfoot, and the occasional animal that has taken up residence in the camp. It is unclear what happened to the foresters, but they left everything behind that they could not carry. As of 26th of Fessuran, 845 PD, the Foresters Camp is in a devastated state due to a heavy [[Storm]]. [[File:Forest Camp - cin1.jpg|thumb|a visual representation of the camp before it was destroyed. ]] [[Category: Locations]] ee05160745677c0485bf30c9c55b5a8c6a5e4d6a Weather 0 25 59 2023-04-01T05:43:01Z TimorSol 2 Created page with "Weather is a crucial and inherent part of West Marches. While it may be mostly "in the background", it is at the same time a element that is fully unpredictable and can potentially foil plans of both players and monsters alike. The GM rolls for two weather patterns: [[Precipitation]] and [[Wind Speed]]. In rare situations, when both rolls cause the elements to be high, a [[Storm]] may occur. Both of these have an impact on how efficient characters in Oasis can be. The..." wikitext text/x-wiki Weather is a crucial and inherent part of West Marches. While it may be mostly "in the background", it is at the same time a element that is fully unpredictable and can potentially foil plans of both players and monsters alike. The GM rolls for two weather patterns: [[Precipitation]] and [[Wind Speed]]. In rare situations, when both rolls cause the elements to be high, a [[Storm]] may occur. Both of these have an impact on how efficient characters in Oasis can be. The weather rolls happen roughly every 4 hours, but they need not be tied with classic watches and it is up to the GM to decide when the roll happens. Due to the fact that Oasis is a dense magic zone, weather tends to be dramatically different in different regions of the island. The same goes for temperature, which can range from Extreme Cold to Extreme Heat. Weather includes also things like Fogs, Sandstorms, Frigid Water, Slippery Ice or others. [[Category: Rules]] [[Category: Game Philosophy]] 80b058e51e3be668e043753f6bdaf0f96bca60ae Storm 0 26 60 2023-04-01T05:49:13Z TimorSol 2 Created page with "A Oasis Storm can be different from a regular storm, though it is unclear what influences the deviations. During any storm, a creature suffers the effects below: * Disadvantage on ranged weapon attacks. * Clears all fog, smoke, or fumes. * Extinguishes open flames. * Disadvantage on Wisdom (Perception) checks relying on hearing. * Medium and smaller creatures with a fly speed must return to the ground at the end of their turn, or fall. Creatures with a hover speed have..." wikitext text/x-wiki A Oasis Storm can be different from a regular storm, though it is unclear what influences the deviations. During any storm, a creature suffers the effects below: * Disadvantage on ranged weapon attacks. * Clears all fog, smoke, or fumes. * Extinguishes open flames. * Disadvantage on Wisdom (Perception) checks relying on hearing. * Medium and smaller creatures with a fly speed must return to the ground at the end of their turn, or fall. Creatures with a hover speed have their speed halved. * The area becomes heavily obscured. * The area becomes difficult terrain. Additionally, a Storm may have a supernatural cause, like the work of a [[Storm Giant]]. It can also have a supernatural effect, like for example creating a strong chaotic magic effect for any creatures in it. [[Category: Weather]] [[Category: Rules]] 47bcbc5a12f7f89209b568404c45ba8ad588810a Harpy Queen 0 27 62 2023-04-01T05:53:58Z TimorSol 2 Created page with "A presumed entity living/nesting somewhere 70 miles west of Proto. It is assumed that they are in possession of [[The Golem]] power core." wikitext text/x-wiki A presumed entity living/nesting somewhere 70 miles west of Proto. It is assumed that they are in possession of [[The Golem]] power core. 0a164eeea41ab173c13345de6a627120f348ceb2 66 62 2023-04-01T06:05:33Z TimorSol 2 wikitext text/x-wiki A presumed entity living/nesting somewhere 70 miles west of Proto. It is assumed that they are in possession of [[The Golem]] power core. [[Category: NPC]] 0a305a5e9e4e4462ddc7b1b689958314a7c4fb28 Expedition Report 1 0 28 63 2023-04-01T05:58:10Z TimorSol 2 Created page with "15th of Fessuran, 845 PD; Mission Report by Dante: GETTING TO [[The Golem|THE GOLEM]] The party traveled west of [[Proto]] into the trees. We continued west by following a path of trees that had X marks scratched into the bark. After about an hour into our trip, the X marks split into two paths, one continuing west and another leading north (perhaps the north path leads to the [[Old Cemetery]]?). We continued to follow the westward path until we came to a denser forest..." wikitext text/x-wiki 15th of Fessuran, 845 PD; Mission Report by Dante: GETTING TO [[The Golem|THE GOLEM]] The party traveled west of [[Proto]] into the trees. We continued west by following a path of trees that had X marks scratched into the bark. After about an hour into our trip, the X marks split into two paths, one continuing west and another leading north (perhaps the north path leads to the [[Old Cemetery]]?). We continued to follow the westward path until we came to a denser forest wall. We had not seen any sign of the river that would lead to the golem, so we stopped to ask for directions. The party used Speak with Animals and the Message cantrip to talk with Josh, a shy, green snake. Josh informed the party that the river was approximately “700 slithers” south of them. The party thanked Josh with a shiny silver piece. The party scratched an “S” in the negative space of the X on the tree, denoting that heading south would bring you to the river. After about 10-15 minutes of traveling south, the party came to the bend in the river and followed it west. After about two hours, the party spotted the large, metal humanoid golem, kneeling in the center of the river. The river was approximately 30 feet wide at this point. Overall, it took the party about 4 hours to get the golem. Two hours were at a normal pace, and two hours were at slower pace due the vegetation making the terrain difficult. The party, securing themselves with ropes, waded into the river to study the golem. The figure was covered in runic markings and rust. Some of the rust was slowly removed with the Mending cantrip. After careful investigation, magical experimentation, and the use of Comprehend Languages, the party discovered: * It is a harbor builder golem with hammers for hands. * The runes carry all the architectural plans for the same harbor as Proto * The power source was removed from its head by creatures that dropped rocks onto it and then pried it open with claws (Harpies, see below) * If powered and repaired, it could potentially be used to rebuild old parts of Proto. * The golem could also be repurposed if the instructional runes are changed. The party heard some singing from trees south of the river and was eventually attacked by harpies. Be careful of their luring song! The party defeated the harpies but captured one for interrogation and learned the following: * The harpy’s name was [[Yoraline]], she did not mind eating her fallen comrades, and she spoke a broken form of common that made communication limited to simple words with the aid of Comprehend Languages. * The harpies have contributed to the disappearances at the forester camp. * The [[Harpy Queen]] has the crystal (most likely the power source) that fits into the golem’s head. * The Harpy Nest is approximately 50-70 miles west from the Golem. * In exchange for its life, the harpy offered to bring the party to a closer location with treasure—a [[Hidden Shipwreck|shipwreck]] guard by humans. The party followed the harpy north of the golem, drifting slightly west. After about 40 minutes, the party heard tinny bells ringing in the distance. After another 40 minutes, the party saw in the distance massive stones floating approximately 600 feet into the air (Could see them from 2 miles away?). The Harpy Queen forbade Yoraline from going close to it. The stones vary in size and float above a place where two rivers connect, covering a square mile. Clearly signs of anti-gravitation magic. After about two hours of travel north of the river, there was a slight but noticeable negative change in the temperature. After four hours of travel, Yoraline informed the party that they were getting close to the shipwreck. The party dismissed Yoraline, taught her the dwarven word for friend, and saw her leave in a southern, but slightly east direction (5 o’clock). The party forced march north (Following the instructions that the Harpy gave before leaving) for another hour—for a total of 5 hours from the Golem (And 9 hours for the day from Proto). The party found the coastline and the shipwreck. Gazing upon the shipwreck from a distance, the party felt a malevolent presence. Wary from the day’s travel, the party set up camp for the night back in the trees. The party was attacked by rough looking bandits within an hour. Perhaps they were drawn to our campfire? They used crossbows, swords, maces, and threw alchemist’s fire on a tent! The party dispatched the goons and tied their leader up in a tree, perhaps to be questioned later. The bandits seemed tight on supplies. Feeling unprepared, the party teleported back to Proto. Mission Report by Zherrias: My group left in the morning, an overcast sky joining us on our travels due west. We journeyed about 2.5 miles before encountering Josh, a consent aware snake who after what looked to be some interesting conversation with Dante, directed us towards a local water source. Continuing on we found ourselves at the bend of a river and at the point we could see the golem. The golem sat about 150 feet away from the bend of the river and was situated in the middle of the river. After some rope shenanigans we observed and marked this golem which we discovered to be some form of builder, missing its power source and no longer functioning. On the opposite side of the river from us Rorin discovered a harpy. After a quick altercation with a few we managed to persuade the last of their ‘flock’ to show us to some form of treasure (stubborn little thing would not take us to her “Queen”) Said queen likely has the energy source for the golem. The harpy led us northwards. 2 hours from the golem we passed a field of floating rocks due to some graviturgy anomaly (need to go back there) on the way there we heard the sound of bells, metallic sounding and appearing sourceless. There was a shift in the temperature heading north, something unnatural. 3 hours after the field was still being led by the harpy Yoraline we split away as she told us of our close approach to the wreck. The shipwreck was there as expected but after a long travel we stopped to rest before pushing onward. After setting camp and getting comfortable we were attacked by a group of humanoids, some form of bandits. We handled the group and strung up their leader to a tree only for us to return back to the town…leaving him stranded in a tree..probably should go back for him… Shipwreck was left without being looked through… 5a513d5d423754272e541d2e4ab45c0bd9ca9eb0 74 63 2023-04-01T06:43:49Z TimorSol 2 wikitext text/x-wiki 15th of Fessuran, 845 PD; Mission Report by Dante: GETTING TO [[The Golem|THE GOLEM]] The party traveled west of [[Proto]] into the trees. We continued west by following a path of trees that had X marks scratched into the bark. After about an hour into our trip, the X marks split into two paths, one continuing west and another leading north (perhaps the north path leads to the [[Old Cemetery]]?). We continued to follow the westward path until we came to a denser forest wall. We had not seen any sign of the river that would lead to the golem, so we stopped to ask for directions. The party used Speak with Animals and the Message cantrip to talk with [[Josh (animal)|Josh, a shy, green snake]]. Josh informed the party that the river was approximately “700 slithers” south of them. The party thanked Josh with a shiny silver piece. The party scratched an “S” in the negative space of the X on the tree, denoting that heading south would bring you to the river. After about 10-15 minutes of traveling south, the party came to the bend in the river and followed it west. After about two hours, the party spotted the large, metal humanoid golem, kneeling in the center of the river. The river was approximately 30 feet wide at this point. Overall, it took the party about 4 hours to get the golem. Two hours were at a normal pace, and two hours were at slower pace due the vegetation making the terrain difficult. The party, securing themselves with ropes, waded into the river to study the golem. The figure was covered in runic markings and rust. Some of the rust was slowly removed with the Mending cantrip. After careful investigation, magical experimentation, and the use of Comprehend Languages, the party discovered: * It is a harbor builder golem with hammers for hands. * The runes carry all the architectural plans for the same harbor as Proto * The power source was removed from its head by creatures that dropped rocks onto it and then pried it open with claws (Harpies, see below) * If powered and repaired, it could potentially be used to rebuild old parts of Proto. * The golem could also be repurposed if the instructional runes are changed. The party heard some singing from trees south of the river and was eventually attacked by harpies. Be careful of their luring song! The party defeated the harpies but captured one for interrogation and learned the following: * The harpy’s name was [[Yoraline]], she did not mind eating her fallen comrades, and she spoke a broken form of common that made communication limited to simple words with the aid of Comprehend Languages. * The harpies have contributed to the disappearances at the forester camp. * The [[Harpy Queen]] has the crystal (most likely the power source) that fits into the golem’s head. * The Harpy Nest is approximately 50-70 miles west from the Golem. * In exchange for its life, the harpy offered to bring the party to a closer location with treasure—a [[Hidden Shipwreck|shipwreck]] guard by humans. The party followed the harpy north of the golem, drifting slightly west. After about 40 minutes, the party heard tinny bells ringing in the distance. After another 40 minutes, the party saw in the distance massive stones floating approximately 600 feet into the air (Could see them from 2 miles away?). The Harpy Queen forbade Yoraline from going close to it. The stones vary in size and float above a place where two rivers connect, covering a square mile. Clearly signs of anti-gravitation magic. After about two hours of travel north of the river, there was a slight but noticeable negative change in the temperature. After four hours of travel, Yoraline informed the party that they were getting close to the shipwreck. The party dismissed Yoraline, taught her the dwarven word for friend, and saw her leave in a southern, but slightly east direction (5 o’clock). The party forced march north (Following the instructions that the Harpy gave before leaving) for another hour—for a total of 5 hours from the Golem (And 9 hours for the day from Proto). The party found the coastline and the shipwreck. Gazing upon the shipwreck from a distance, the party felt a malevolent presence. Wary from the day’s travel, the party set up camp for the night back in the trees. The party was attacked by rough looking bandits within an hour. Perhaps they were drawn to our campfire? They used crossbows, swords, maces, and threw alchemist’s fire on a tent! The party dispatched the goons and tied their leader up in a tree, perhaps to be questioned later. The bandits seemed tight on supplies. Feeling unprepared, the party teleported back to Proto. Mission Report by Zherrias: My group left in the morning, an overcast sky joining us on our travels due west. We journeyed about 2.5 miles before encountering Josh, a consent aware snake who after what looked to be some interesting conversation with Dante, directed us towards a local water source. Continuing on we found ourselves at the bend of a river and at the point we could see the golem. The golem sat about 150 feet away from the bend of the river and was situated in the middle of the river. After some rope shenanigans we observed and marked this golem which we discovered to be some form of builder, missing its power source and no longer functioning. On the opposite side of the river from us Rorin discovered a harpy. After a quick altercation with a few we managed to persuade the last of their ‘flock’ to show us to some form of treasure (stubborn little thing would not take us to her “Queen”) Said queen likely has the energy source for the golem. The harpy led us northwards. 2 hours from the golem we passed a field of floating rocks due to some graviturgy anomaly (need to go back there) on the way there we heard the sound of bells, metallic sounding and appearing sourceless. There was a shift in the temperature heading north, something unnatural. 3 hours after the field was still being led by the harpy Yoraline we split away as she told us of our close approach to the wreck. The shipwreck was there as expected but after a long travel we stopped to rest before pushing onward. After setting camp and getting comfortable we were attacked by a group of humanoids, some form of bandits. We handled the group and strung up their leader to a tree only for us to return back to the town…leaving him stranded in a tree..probably should go back for him… Shipwreck was left without being looked through… [[Category: Expedition Reports]] 0a24361086b686a8882cf29f264db3589a8be4fe 75 74 2023-04-01T06:44:08Z TimorSol 2 wikitext text/x-wiki 15th of Fessuran, 845 PD; Mission Report by Dante: GETTING TO [[The Golem|THE GOLEM]] The party traveled west of [[Proto]] into the trees. We continued west by following a path of trees that had X marks scratched into the bark. After about an hour into our trip, the X marks split into two paths, one continuing west and another leading north (perhaps the north path leads to the [[Old Cemetery]]?). We continued to follow the westward path until we came to a denser forest wall. We had not seen any sign of the river that would lead to the golem, so we stopped to ask for directions. The party used Speak with Animals and the Message cantrip to talk with [[Josh (animal)|Josh, a shy, green snake]]. Josh informed the party that the river was approximately “700 slithers” south of them. The party thanked Josh with a shiny silver piece. The party scratched an “S” in the negative space of the X on the tree, denoting that heading south would bring you to the river. After about 10-15 minutes of traveling south, the party came to the bend in the river and followed it west. After about two hours, the party spotted the large, metal humanoid golem, kneeling in the center of the river. The river was approximately 30 feet wide at this point. Overall, it took the party about 4 hours to get the golem. Two hours were at a normal pace, and two hours were at slower pace due the vegetation making the terrain difficult. The party, securing themselves with ropes, waded into the river to study the golem. The figure was covered in runic markings and rust. Some of the rust was slowly removed with the Mending cantrip. After careful investigation, magical experimentation, and the use of Comprehend Languages, the party discovered: * It is a harbor builder golem with hammers for hands. * The runes carry all the architectural plans for the same harbor as Proto * The power source was removed from its head by creatures that dropped rocks onto it and then pried it open with claws (Harpies, see below) * If powered and repaired, it could potentially be used to rebuild old parts of Proto. * The golem could also be repurposed if the instructional runes are changed. The party heard some singing from trees south of the river and was eventually attacked by harpies. Be careful of their luring song! The party defeated the harpies but captured one for interrogation and learned the following: * The harpy’s name was [[Yoraline]], she did not mind eating her fallen comrades, and she spoke a broken form of common that made communication limited to simple words with the aid of Comprehend Languages. * The harpies have contributed to the disappearances at the forester camp. * The [[Harpy Queen]] has the crystal (most likely the power source) that fits into the golem’s head. * The Harpy Nest is approximately 50-70 miles west from the Golem. * In exchange for its life, the harpy offered to bring the party to a closer location with treasure—a [[Hidden Shipwreck|shipwreck]] guard by humans. The party followed the harpy north of the golem, drifting slightly west. After about 40 minutes, the party heard tinny bells ringing in the distance. After another 40 minutes, the party saw in the distance massive stones floating approximately 600 feet into the air (Could see them from 2 miles away?). The Harpy Queen forbade Yoraline from going close to it. The stones vary in size and float above a place where two rivers connect, covering a square mile. Clearly signs of anti-gravitation magic. After about two hours of travel north of the river, there was a slight but noticeable negative change in the temperature. After four hours of travel, Yoraline informed the party that they were getting close to the shipwreck. The party dismissed Yoraline, taught her the dwarven word for friend, and saw her leave in a southern, but slightly east direction (5 o’clock). The party forced march north (Following the instructions that the Harpy gave before leaving) for another hour—for a total of 5 hours from the Golem (And 9 hours for the day from Proto). The party found the coastline and the shipwreck. Gazing upon the shipwreck from a distance, the party felt a malevolent presence. Wary from the day’s travel, the party set up camp for the night back in the trees. The party was attacked by rough looking bandits within an hour. Perhaps they were drawn to our campfire? They used crossbows, swords, maces, and threw alchemist’s fire on a tent! The party dispatched the goons and tied their leader up in a tree, perhaps to be questioned later. The bandits seemed tight on supplies. Feeling unprepared, the party teleported back to Proto. Mission Report by Zherrias: My group left in the morning, an overcast sky joining us on our travels due west. We journeyed about 2.5 miles before encountering Josh, a consent aware snake who after what looked to be some interesting conversation with Dante, directed us towards a local water source. Continuing on we found ourselves at the bend of a river and at the point we could see the golem. The golem sat about 150 feet away from the bend of the river and was situated in the middle of the river. After some rope shenanigans we observed and marked this golem which we discovered to be some form of builder, missing its power source and no longer functioning. On the opposite side of the river from us Rorin discovered a harpy. After a quick altercation with a few we managed to persuade the last of their ‘flock’ to show us to some form of treasure (stubborn little thing would not take us to her “Queen”) Said queen likely has the energy source for the golem. The harpy led us northwards. 2 hours from the golem we passed a field of floating rocks due to some graviturgy anomaly (need to go back there) on the way there we heard the sound of bells, metallic sounding and appearing sourceless. There was a shift in the temperature heading north, something unnatural. 3 hours after the field was still being led by the harpy Yoraline we split away as she told us of our close approach to the wreck. The shipwreck was there as expected but after a long travel we stopped to rest before pushing onward. After setting camp and getting comfortable we were attacked by a group of humanoids, some form of bandits. We handled the group and strung up their leader to a tree only for us to return back to the town…leaving him stranded in a tree..probably should go back for him… Shipwreck was left without being looked through… [[Category: Expedition Reports]] 88fe56aa2c3c2fa0a4b60af26e8a2ad44a92133f Yoraline 0 29 64 2023-04-01T06:04:44Z TimorSol 2 Created page with "A harpy that communicated with the party [[Expedition Report 1|during one of the expeditions]] and worked as the party guide for a brief period." wikitext text/x-wiki A harpy that communicated with the party [[Expedition Report 1|during one of the expeditions]] and worked as the party guide for a brief period. b7cc0d4384ac3d2dceeecd11a7e7e342ade92b49 65 64 2023-04-01T06:05:12Z TimorSol 2 wikitext text/x-wiki A harpy that communicated with the party [[Expedition Report 1|during one of the expeditions]] and worked as the party guide for a brief period. [[Category: NPC]] cf3e3d8b1e46374d390edc9e60434165436a6ced Precipitation 0 30 67 2023-04-01T06:11:31Z TimorSol 2 Created page with "Precipitation has three levels and can heavily influence the playstyle and experience of characters out in the wilds. {| class="wikitable" |+ Precipitation rolltable |- ! !! Clear Skies !! Light Precipitation!! Heavy Precipitation |- | Clear Skies || 1-16|| 17-19 || 20 |- | Light Precipitation|| 1-9|| 10-17 || 18-20 |- | Heavy Precipitation|| 1-6|| 7-13|| 14-20 |} '''Clear Skies''' • No additional effects. '''Light Rain''' • Disadvantage on ability checks to cli..." wikitext text/x-wiki Precipitation has three levels and can heavily influence the playstyle and experience of characters out in the wilds. {| class="wikitable" |+ Precipitation rolltable |- ! !! Clear Skies !! Light Precipitation!! Heavy Precipitation |- | Clear Skies || 1-16|| 17-19 || 20 |- | Light Precipitation|| 1-9|| 10-17 || 18-20 |- | Heavy Precipitation|| 1-6|| 7-13|| 14-20 |} '''Clear Skies''' • No additional effects. '''Light Rain''' • Disadvantage on ability checks to climb or scale objects and ability checks made to maintain balance or keep one’s footing. '''Light Snow''' • The area becomes lightly obscured. • Advantage on Wisdom (Survival) checks made to track creatures. '''Heavy Rain''' • Disadvantage on ability checks made to climb or scale objects and ability checks made to maintain balance or keep one’s footing. • The area becomes lightly obscured. • Open flames are extinguished. • Disadvantage on Wisdom (Perception) checks relying on hearing or scent. • Disadvantage on Wisdom (Survival) checks to track creatures. • Advantage on Wisdom (Survival) checks to forage for water. '''Heavy Snow''' • The area becomes lightly obscured. • Advantage on Wisdom (Survival) checks to track creatures. • The area becomes difficult terrain. • Wisdom (Survival) checks to forage for water automatically succeed. [[Category: Weather]] [[Category: Rules]] 91f450c0bab79d3bd7a86522057cd6c87d915bc9 68 67 2023-04-01T06:12:23Z TimorSol 2 wikitext text/x-wiki Precipitation has three levels and can heavily influence the playstyle and experience of characters out in the wilds. {| class="wikitable" |+ Precipitation rolltable |- ! !! Clear Skies !! Light Precipitation!! Heavy Precipitation |- | Clear Skies || 1-16|| 17-19 || 20 |- | Light Precipitation|| 1-9|| 10-17 || 18-20 |- | Heavy Precipitation|| 1-6|| 7-13|| 14-20 |} '''Clear Skies''' * No additional effects. '''Light Rain''' * Disadvantage on ability checks to climb or scale objects and ability checks made to maintain balance or keep one’s footing. '''Light Snow''' * The area becomes lightly obscured. * Advantage on Wisdom (Survival) checks made to track creatures. '''Heavy Rain''' * Disadvantage on ability checks made to climb or scale objects and ability checks made to maintain balance or keep one’s footing. * The area becomes lightly obscured. * Open flames are extinguished. * Disadvantage on Wisdom (Perception) checks relying on hearing or scent. * Disadvantage on Wisdom (Survival) checks to track creatures. * Advantage on Wisdom (Survival) checks to forage for water. '''Heavy Snow''' * The area becomes lightly obscured. * Advantage on Wisdom (Survival) checks to track creatures. * The area becomes difficult terrain. * Wisdom (Survival) checks to forage for water automatically succeed. [[Category: Weather]] [[Category: Rules]] b5eeeacfd39292f6e6515cf7713dcda565c96869 Wind Speed 0 31 69 2023-04-01T06:19:55Z TimorSol 2 Created page with "Wind has three levels and can heavily influence the playstyle and experience of characters out in the wilds. {| class="wikitable" |+ Wind Speed rolltable |- ! !! No wind !! Low Wind !! High Wind |- | No wind || 1-14|| 15-18|| 19-20 |- | Low Wind || 1-10|| 11-17|| 18-20 |- | High Wind|| 1-8|| 9-14|| 15-20 |} '''No Wind''' * No additional effects. '''Low Winds''' * Clears light fog, smoke, or fumes. '''High Winds''' * Disadvantage on ranged weapon attacks. * Clears a..." wikitext text/x-wiki Wind has three levels and can heavily influence the playstyle and experience of characters out in the wilds. {| class="wikitable" |+ Wind Speed rolltable |- ! !! No wind !! Low Wind !! High Wind |- | No wind || 1-14|| 15-18|| 19-20 |- | Low Wind || 1-10|| 11-17|| 18-20 |- | High Wind|| 1-8|| 9-14|| 15-20 |} '''No Wind''' * No additional effects. '''Low Winds''' * Clears light fog, smoke, or fumes. '''High Winds''' * Disadvantage on ranged weapon attacks. * Clears all fog, smoke, or fumes. * Extinguishes open flames. * Disadvantage on Wisdom (Perception) checks relying on hearing. * Medium and smaller creatures with a fly speed must return to the ground at the end of their turn, or fall. Creatures with a hover speed have their speed halved. ce8dc06298c3fd35eb9f37d9b56cd74090f5447b 70 69 2023-04-01T06:20:26Z TimorSol 2 wikitext text/x-wiki Wind has three levels and can heavily influence the playstyle and experience of characters out in the wilds. {| class="wikitable" |+ Wind Speed rolltable |- ! !! No wind !! Low Wind !! High Wind |- | No wind || 1-14|| 15-18|| 19-20 |- | Low Wind || 1-10|| 11-17|| 18-20 |- | High Wind|| 1-8|| 9-14|| 15-20 |} '''No Wind''' * No additional effects. '''Low Winds''' * Clears light fog, smoke, or fumes. '''High Winds''' * Disadvantage on ranged weapon attacks. * Clears all fog, smoke, or fumes. * Extinguishes open flames. * Disadvantage on Wisdom (Perception) checks relying on hearing. * Medium and smaller creatures with a fly speed must return to the ground at the end of their turn, or fall. Creatures with a hover speed have their speed halved. [[Category: Weather]] [[Category: Rules]] dcf03d1ca4465e90e66f4a025ddc535153e0538a Expedition Report 2 0 32 72 2023-04-01T06:42:20Z TimorSol 2 Created page with "Date: 17th of Fessuran, 845 PD Report by Dante: GETTING TO [[Old Cemetery|CEMETERY]] The party traveled west of [[Proto]] toward the trees. After about 30 minutes, the party found the familiar X marks scratched into the bark. After about an hour following [[Tree Markings|markings]] west, they split into two paths, one continuing west and another leading north. The party went north for about 500 feet and came across a small creek of clean water about 5 feet wide. The..." wikitext text/x-wiki Date: 17th of Fessuran, 845 PD Report by Dante: GETTING TO [[Old Cemetery|CEMETERY]] The party traveled west of [[Proto]] toward the trees. After about 30 minutes, the party found the familiar X marks scratched into the bark. After about an hour following [[Tree Markings|markings]] west, they split into two paths, one continuing west and another leading north. The party went north for about 500 feet and came across a small creek of clean water about 5 feet wide. The markings stopped at the creek, so the party decided to ask for directions. A pretty chill frog named [[Gorf (animal)|Gorf]] confirmed that he has seen bodies carried farther north. Gorf asked for a silver piece so it could make an offering to the tree at [[Fey Lake|the lake]]. Gorf was out of silver because he gave his last piece to [[Josh (animal)|Josh]] the Snake so that he could make an offering as well. But the previous expedition had just given Josh a silver piece. Did Josh lie to Gorf about not having the silver piece? What a real snake! According to Gorf, the lake is small, and it would take him about half a day going west to get there at the pace of a frog. If animals are throwing shiny objects into this lake, what else could be there? The party marked a tree to denote the cemetery is indeed north and followed grooves in the dirt that led in a northeast direction. After another hour of travel, the party heard from about 300 feet away the sound of waves crashing on rocks and the sound of coffins banging against a cliffside as they dangled over the edge on chains. Approaching these sounds, the party found the cemetery at the cliff’s edge overlooking the sea. The party noticed Proto was visible from the cemetery by looking east and very slightly south. Disturbing a grave released swarms of little rats and a couple larger ones. The party dispatched all the rats but kept one of the larger ones alive for interrogation. The party never got the rat’s name, but it was clearly fixated on going deeper into the earth to “devour.” The rat was not healthy looking, it was diseased or corrupted in some way. When the party put rat out of its misery, it seemed relieved by the “silence.” Detect Magic revealed necromancy magic coming deep from below the ground. Perhaps this is the force compelling the rats to dig deeper? The party’s Mountain Hawk familiar found an opening to a tunnel heading into the ocean cliffside. The party used one the chains not attached to a coffin to lower themselves onto a rock that stood in front of the opening. The tunnel led to a nasty smelling crypt. Be careful of traps! Nasty vials of acid were placed under some tiles. Trip wires released wooden planks full of rusty nails. While the crypt seemed old, the walls also seemed freshly dug—only about three weeks to a month old. Continuing into the crypt, the party came to an intersection. The party headed left and was ambushed by wererats! One could even cast spells. Normal weapons were not very effective, but magic was just fine. After a tough fight, the party was victorious and finished their exploration. The room to the left of the intersection looked like sleeping quarters. The room to the right of the intersection looked like a spot for recreation and eating. In the far side of this room, there was barricade made of driftwood and old coffins. The party felt the presence of a malevolent, necromantic being or intelligence from behind the barrier. A strong stench emanating from behind the barrier caused a party member to be paralyzed for a minute. Not something to be trifled with! The party found a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” Report by Ekanir: Going to the cemetery. Bottom of the island is more beachy and the north parts of the island are more full of steep cliffs. Island has varying seasons by location and Proto is usually autumn. It is late summer now, pretty boring but more safe from natural phenomena and disasters.About 55 degrees Fahrenheit and a clear day today. The party headed west 30 minutes before we saw markings. Getting to crossroads took another hour past that. Dante and Rorin had taken the west path before so we take the northern one now. Ran into a creek after 500 more feet north but the markings disappear. Water seems clean and safe to drink. Looking for a snake Josh that Dante had talked to before with Speak with Animals. Nature seems pretty similar to Felderwin, colder regions of Wildemount. Ekanir casts Mold Earth to make stepping stones over the creek. It also seems to run down into Proto, just in sight to the southeast. The spell revealed a frog named Gorf, who told us about some people to the north who were laying down with others not laying down (i.e. a graveyard). Dante paid him a silver piece for Josh the snake’s debt. These animals have some sort of trade where they give shiny things to the tree in the middle of a lake at the top of the creek we are in. Half a day to get to the lake for Gorf. It is pretty small in size even for a frog. We find a groove in the ground, like something heavier was pulled in this line pointing northeast. Rorin makes a tombstone shaped marker in the direction we are heading. Rolled an 18 then 25 on survival so found our way pretty easily. Start to hear the ocean and sea after another hour past the creek. Audible sounds of something wooden being hit against rock and a metal chain in time after a wave crash. Hard to tell if we are at ground/beach level (Turned out to be on a cliff). Rorin makes a wave symbol on a tree. Zherrias and Daisy sneak forward with guidance from Dante and Ekanir. Rorin is not stealthy so he stays back for a moment but we have found the cemetery, The graves with rocks on top are intact and older. Ones with no rocks have been disturbed. Hard to tell whether the shovels were recently used or not. There are also coffins hanging over the cliff edge held up with chains. A traditional burial of sailors, apparently. East and slightly south, we can see Proto. We had followed the normal path people take to bring the dead here. We ended up unearthing a disturbed grave and a bunch of rats came out. They had meat in their mouths but we killed most of them. The dirt there is softer for some reason, also has bones but seems fine otherwise. It created a small sinkhole with more loose dirt falling into it. Nothing significant about the rocks on the graves, just gathered from their surroundings. With another animal interrogation by Dante, we find out the pustule-ridden rat we knocked unconscious is hungry and wants to devour…something. It wants to get back underground almost compulsively. Dante finishes it off with a mind sliver. We debate how to get further down under the graveyard, with Mold Earth maybe? But Rorin has the idea of an entrance at water level. So Ekanir summons a golden eagle familiar to look down near the chain-suspended coffins. There is a hole down there near a tree covered with wooden planks from the inside. Could use the chain to get down and stand on the stone then crawl into the hole. It is like a window sized hole. Almost everyone gets down there but Ekanir falls into the water. He turns into a panther to climb back up into the opening before a wave crashes. Thankfully Dante is still able to talk to him in that form. Were are all the rats coming from? We go in and find the tunnels were seemingly made by someone, but Ekanir isn’t able to determine much about it. There is the scent of lots of dead bodies, then rats. It is almost overpowering for Ekanir’s heightened panther sense. Being careful, Daisy still almost falls into a trap with glass vials of acid. While investigating a room, we were ambushed by four wererats, one of which was a caster. Somehow we all managed to survive and didn’t contract anything from the bites of the creatures either. Afterwards we found some weapons and general loot to bring back to town, along with a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” We found their recreation room and a makeshift barrier. There is some necromantic magic behind it. We all feel a malevolent force there, very evil. Then there is a horrible stench like death incarnate. All of us manage to keep their composure but Daisy, who is paralyzed for 1 minute. Do not dig down from the graveyard, you would probably die in that other area. c0e3dae78fc500a2b252adca17acc60a7571126b 73 72 2023-04-01T06:42:53Z TimorSol 2 wikitext text/x-wiki Date: 17th of Fessuran, 845 PD Report by Dante: GETTING TO [[Old Cemetery|CEMETERY]] The party traveled west of [[Proto]] toward the trees. After about 30 minutes, the party found the familiar X marks scratched into the bark. After about an hour following [[Tree Markings|markings]] west, they split into two paths, one continuing west and another leading north. The party went north for about 500 feet and came across a small creek of clean water about 5 feet wide. The markings stopped at the creek, so the party decided to ask for directions. A pretty chill frog named [[Gorf (animal)|Gorf]] confirmed that he has seen bodies carried farther north. Gorf asked for a silver piece so it could make an offering to the tree at [[Fey Lake|the lake]]. Gorf was out of silver because he gave his last piece to [[Josh (animal)|Josh]] the Snake so that he could make an offering as well. But the previous expedition had just given Josh a silver piece. Did Josh lie to Gorf about not having the silver piece? What a real snake! According to Gorf, the lake is small, and it would take him about half a day going west to get there at the pace of a frog. If animals are throwing shiny objects into this lake, what else could be there? The party marked a tree to denote the cemetery is indeed north and followed grooves in the dirt that led in a northeast direction. After another hour of travel, the party heard from about 300 feet away the sound of waves crashing on rocks and the sound of coffins banging against a cliffside as they dangled over the edge on chains. Approaching these sounds, the party found the cemetery at the cliff’s edge overlooking the sea. The party noticed Proto was visible from the cemetery by looking east and very slightly south. Disturbing a grave released swarms of little rats and a couple larger ones. The party dispatched all the rats but kept one of the larger ones alive for interrogation. The party never got the rat’s name, but it was clearly fixated on going deeper into the earth to “devour.” The rat was not healthy looking, it was diseased or corrupted in some way. When the party put rat out of its misery, it seemed relieved by the “silence.” Detect Magic revealed necromancy magic coming deep from below the ground. Perhaps this is the force compelling the rats to dig deeper? The party’s Mountain Hawk familiar found an opening to a tunnel heading into the ocean cliffside. The party used one the chains not attached to a coffin to lower themselves onto a rock that stood in front of the opening. The tunnel led to a nasty smelling crypt. Be careful of traps! Nasty vials of acid were placed under some tiles. Trip wires released wooden planks full of rusty nails. While the crypt seemed old, the walls also seemed freshly dug—only about three weeks to a month old. Continuing into the crypt, the party came to an intersection. The party headed left and was ambushed by wererats! One could even cast spells. Normal weapons were not very effective, but magic was just fine. After a tough fight, the party was victorious and finished their exploration. The room to the left of the intersection looked like sleeping quarters. The room to the right of the intersection looked like a spot for recreation and eating. In the far side of this room, there was barricade made of driftwood and old coffins. The party felt the presence of a malevolent, necromantic being or intelligence from behind the barrier. A strong stench emanating from behind the barrier caused a party member to be paralyzed for a minute. Not something to be trifled with! The party found a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” Report by Ekanir: Going to the cemetery. Bottom of the island is more beachy and the north parts of the island are more full of steep cliffs. Island has varying seasons by location and Proto is usually autumn. It is late summer now, pretty boring but more safe from natural phenomena and disasters.About 55 degrees Fahrenheit and a clear day today. The party headed west 30 minutes before we saw markings. Getting to crossroads took another hour past that. Dante and Rorin had taken the west path before so we take the northern one now. Ran into a creek after 500 more feet north but the markings disappear. Water seems clean and safe to drink. Looking for a snake Josh that Dante had talked to before with Speak with Animals. Nature seems pretty similar to Felderwin, colder regions of Wildemount. Ekanir casts Mold Earth to make stepping stones over the creek. It also seems to run down into Proto, just in sight to the southeast. The spell revealed a frog named Gorf, who told us about some people to the north who were laying down with others not laying down (i.e. a graveyard). Dante paid him a silver piece for Josh the snake’s debt. These animals have some sort of trade where they give shiny things to the tree in the middle of a lake at the top of the creek we are in. Half a day to get to the lake for Gorf. It is pretty small in size even for a frog. We find a groove in the ground, like something heavier was pulled in this line pointing northeast. Rorin makes a tombstone shaped marker in the direction we are heading. Rolled an 18 then 25 on survival so found our way pretty easily. Start to hear the ocean and sea after another hour past the creek. Audible sounds of something wooden being hit against rock and a metal chain in time after a wave crash. Hard to tell if we are at ground/beach level (Turned out to be on a cliff). Rorin makes a wave symbol on a tree. Zherrias and Daisy sneak forward with guidance from Dante and Ekanir. Rorin is not stealthy so he stays back for a moment but we have found the cemetery, The graves with rocks on top are intact and older. Ones with no rocks have been disturbed. Hard to tell whether the shovels were recently used or not. There are also coffins hanging over the cliff edge held up with chains. A traditional burial of sailors, apparently. East and slightly south, we can see Proto. We had followed the normal path people take to bring the dead here. We ended up unearthing a disturbed grave and a bunch of rats came out. They had meat in their mouths but we killed most of them. The dirt there is softer for some reason, also has bones but seems fine otherwise. It created a small sinkhole with more loose dirt falling into it. Nothing significant about the rocks on the graves, just gathered from their surroundings. With another animal interrogation by Dante, we find out the pustule-ridden rat we knocked unconscious is hungry and wants to devour…something. It wants to get back underground almost compulsively. Dante finishes it off with a mind sliver. We debate how to get further down under the graveyard, with Mold Earth maybe? But Rorin has the idea of an entrance at water level. So Ekanir summons a golden eagle familiar to look down near the chain-suspended coffins. There is a hole down there near a tree covered with wooden planks from the inside. Could use the chain to get down and stand on the stone then crawl into the hole. It is like a window sized hole. Almost everyone gets down there but Ekanir falls into the water. He turns into a panther to climb back up into the opening before a wave crashes. Thankfully Dante is still able to talk to him in that form. Were are all the rats coming from? We go in and find the tunnels were seemingly made by someone, but Ekanir isn’t able to determine much about it. There is the scent of lots of dead bodies, then rats. It is almost overpowering for Ekanir’s heightened panther sense. Being careful, Daisy still almost falls into a trap with glass vials of acid. While investigating a room, we were ambushed by four wererats, one of which was a caster. Somehow we all managed to survive and didn’t contract anything from the bites of the creatures either. Afterwards we found some weapons and general loot to bring back to town, along with a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” We found their recreation room and a makeshift barrier. There is some necromantic magic behind it. We all feel a malevolent force there, very evil. Then there is a horrible stench like death incarnate. All of us manage to keep their composure but Daisy, who is paralyzed for 1 minute. Do not dig down from the graveyard, you would probably die in that other area. [[Category: Expedition Reports]] 84f25b87996dd75d492f16023763ba2763cf1894 Josh (animal) 0 33 76 2023-04-01T06:46:41Z TimorSol 2 Created page with "A small forest snake going by the name Josh. He received a silver piece from the party. He was found nearby [[The Golem]], east from the [[Fey Lake]]. [[Category: NPC Animals]]" wikitext text/x-wiki A small forest snake going by the name Josh. He received a silver piece from the party. He was found nearby [[The Golem]], east from the [[Fey Lake]]. [[Category: NPC Animals]] c756de9f26c1b3985071ad18062dae5d9a979d92 Fey Lake 0 34 77 2023-04-01T06:56:44Z TimorSol 2 Created page with "A small lake sits among a group of tall trees, with crystal-clear water that reflects the surrounding trees. It is commonly covered by a white, smokey fog. In the center of the lake stands a strange tree, similar to a willow tree, but with a face of a humanoid woman. A glowing aura surrounds the lake, pulsating with Transmutation magic. The water is home to a host of animals that live here in peace, disregarding if they would be hunters or hunted in a regular scenario. T..." wikitext text/x-wiki A small lake sits among a group of tall trees, with crystal-clear water that reflects the surrounding trees. It is commonly covered by a white, smokey fog. In the center of the lake stands a strange tree, similar to a willow tree, but with a face of a humanoid woman. A glowing aura surrounds the lake, pulsating with Transmutation magic. The water is home to a host of animals that live here in peace, disregarding if they would be hunters or hunted in a regular scenario. The water seems to have its source in a stone wall behind the lake, that constantly drips water into the lake. The lake is also inhabited by a [[Lake Fey Lord]], that made a deal with some wizards ages ago. 2b5f186a104eebb3c7a687bdb15e41ce67a6c3ce 78 77 2023-04-01T06:57:08Z TimorSol 2 wikitext text/x-wiki A small lake sits among a group of tall trees, with crystal-clear water that reflects the surrounding trees. It is commonly covered by a white, smokey fog. In the center of the lake stands a strange tree, similar to a willow tree, but with a face of a humanoid woman. A glowing aura surrounds the lake, pulsating with Transmutation magic. <br> The water is home to a host of animals that live here in peace, disregarding if they would be hunters or hunted in a regular scenario. The water seems to have its source in a stone wall behind the lake, that constantly drips water into the lake. The lake is also inhabited by a [[Lake Fey Lord]], that made a deal with some wizards ages ago. [[Category: Locations]] 81a978dd5b45f4df696c25b51960b9f717a65d9e 97 78 2023-04-01T07:57:53Z TimorSol 2 wikitext text/x-wiki A small lake sits among a group of tall trees, with crystal-clear water that reflects the surrounding trees. It is commonly covered by a white, smokey fog. In the center of the lake stands a strange tree, similar to a willow tree, but with a face of a humanoid woman. A glowing aura surrounds the lake, pulsating with Transmutation magic. <br> The water is home to a host of animals that live here in peace, disregarding if they would be hunters or hunted in a regular scenario. The water seems to have its source in a stone wall behind the lake, that constantly drips water into the lake. The lake is also inhabited by a [[Ulorian, the River King]], that made a deal with some wizards ages ago. [[Category: Locations]] bc46e3a9b1878450a2af109bfac9a41248618d49 Ulorian, the River King 0 35 79 2023-04-01T07:12:58Z TimorSol 2 Created page with "This powerfully-muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand. He goes by the name of Ulorian the River King, though it is just one of his titles. He does seem to have a quick temper and is seemingly confused by the party members not recognizi..." wikitext text/x-wiki This powerfully-muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand. He goes by the name of Ulorian the River King, though it is just one of his titles. He does seem to have a quick temper and is seemingly confused by the party members not recognizing him and not knowing where they are. [[Category: NPC]] 64812bd015367c0b7675afe844af079fe439fdaf 95 79 2023-04-01T07:57:04Z TimorSol 2 TimorSol moved page [[Lake Fey Lord]] to [[Ulorian, the River King]] wikitext text/x-wiki This powerfully-muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand. He goes by the name of Ulorian the River King, though it is just one of his titles. He does seem to have a quick temper and is seemingly confused by the party members not recognizing him and not knowing where they are. [[Category: NPC]] 64812bd015367c0b7675afe844af079fe439fdaf Expeditions 0 36 80 2023-04-01T07:17:12Z TimorSol 2 Created page with "Expeditions are the technically missions that a group of adventurers go on. Each expedition has its own goal, a different set of players and a different dynamic. The list below lists expedition reports from previous reports: * [[Expedition Report 0|Expedition 0]] * [[Expedition Report 1|Expedition 1]] * [[Expedition Report 2|Expedition 2]] * [[Expedition Report 3|Expedition 3]] * [[Expedition Report 4|Expedition 4]] * [[Expedition Report 5|Expedition 5]] * Expeditio..." wikitext text/x-wiki Expeditions are the technically missions that a group of adventurers go on. Each expedition has its own goal, a different set of players and a different dynamic. The list below lists expedition reports from previous reports: * [[Expedition Report 0|Expedition 0]] * [[Expedition Report 1|Expedition 1]] * [[Expedition Report 2|Expedition 2]] * [[Expedition Report 3|Expedition 3]] * [[Expedition Report 4|Expedition 4]] * [[Expedition Report 5|Expedition 5]] * [[Expedition Report 6|Expedition 6]] * [[Expedition Report 7|Expedition 7]] * [[Expedition Report 8|Expedition 8]] * [[Expedition Report 9|Expedition 9]] * [[Expedition Report 10|Expedition 11]] * [[Expedition Report 11|Expedition 12]] * [[Expedition Report 13|Expedition 13]] * [[Expedition Report 14|Expedition 14]] * [[Expedition Report 15|Expedition 15]] d2187f482d49c6c3427774bad68a7c1c8410ca9e Gorf (animal) 0 37 81 2023-04-01T07:19:50Z TimorSol 2 Created page with "Gorf is a frog that is a frequent inhabitant of the [[Fey Lord Lake]], but can be found commonly east from it. [[Category: NPC Animals]]" wikitext text/x-wiki Gorf is a frog that is a frequent inhabitant of the [[Fey Lord Lake]], but can be found commonly east from it. [[Category: NPC Animals]] 3c65ee5ab225c5f08255f6a27c65b5302bfa7506 82 81 2023-04-01T07:20:04Z TimorSol 2 wikitext text/x-wiki Gorf is a frog that is a frequent inhabitant of the [[Fey Lake]], but can be found commonly east from it. [[Category: NPC Animals]] 9b91baea91f27531470b5f23db58726110af8029 Tree Markings 0 38 83 2023-04-01T07:24:33Z TimorSol 2 Created page with "A system of markers, initially probably used by the people living in [[Proto]] to mark directions, adopted by some of the adventurers as means to denote specific locations or paths. Currently known markings: * One marker at the crossroad, 45 minutes outside of Proto, in the negative space south, a very simple S for River to the south, a headstone in the north negative space. * One marker at the north bank of [[The Golem]], with northern negative space, as another X, to..." wikitext text/x-wiki A system of markers, initially probably used by the people living in [[Proto]] to mark directions, adopted by some of the adventurers as means to denote specific locations or paths. Currently known markings: * One marker at the crossroad, 45 minutes outside of Proto, in the negative space south, a very simple S for River to the south, a headstone in the north negative space. * One marker at the north bank of [[The Golem]], with northern negative space, as another X, to denote Crossroads. * One marker 300 ft south of [[Old Cemetery]], southern negative with an X, northern with a wave and headstone. * One marker on the way from crossroads to the one noted above, with a headstone in the northern negative. * One marker near the treeline where the [[Floating Rocks]] are, denoting a "danger zone" * One marker in the forest near the [[Lighthouse/Darkhouse]], denoting the danger line. [[Category: Utility]] f40262d32e7ed1008ce848b2f52938bcec16e51b Floating Rocks 0 39 84 2023-04-01T07:28:36Z TimorSol 2 Created page with "Floating rocks, from pebbles to boulders big enough to hold a substantial building, hang in the air from a 200 ft to hundreds yards above the ground. The rocks float above a space where two rivers converge to form a broader stream, though the water is rather shallow and safe here. Below the rocks one can see overgrown craters, matching the spaces from which the rocks would be raised. Some are definitely big enough to build on. When something unbalances the the rock it..." wikitext text/x-wiki Floating rocks, from pebbles to boulders big enough to hold a substantial building, hang in the air from a 200 ft to hundreds yards above the ground. The rocks float above a space where two rivers converge to form a broader stream, though the water is rather shallow and safe here. Below the rocks one can see overgrown craters, matching the spaces from which the rocks would be raised. Some are definitely big enough to build on. When something unbalances the the rock it can be toppled upside down. Most rocks are simply covered in plants. Examining the rocks seems to prove that they have a precise point of balance, and they can be reoriented. The mid-level rocks are also known to be nests of some kind of bat-like creatures that hunt their pray in packs. [[Category: Locations]] 84ff4d099d7d3930ae9d6e345d3392d1e8fa676a 86 84 2023-04-01T07:30:02Z TimorSol 2 wikitext text/x-wiki Floating rocks, from pebbles to boulders big enough to hold a substantial building, hang in the air from a 200 ft to hundreds yards above the ground. The rocks float above a space where two rivers converge to form a broader stream, though the water is rather shallow and safe here. Below the rocks one can see overgrown craters, matching the spaces from which the rocks would be raised. Some are definitely big enough to build on. When something unbalances the the rock it can be toppled upside down. Most rocks are simply covered in plants. Examining the rocks seems to prove that they have a precise point of balance, and they can be reoriented. The mid-level rocks are also known to be nests of some kind of bat-like creatures that hunt their pray in packs. [[File:2909-Rocks float Cin.jpg|thumb|Floating rocks]] [[Category: Locations]] d0c72e53571bd4c3d01edfcd09e1e6d3d40d3abc File:2909-Rocks float Cin.jpg 6 40 85 2023-04-01T07:29:53Z TimorSol 2 wikitext text/x-wiki Floating rocks. 2b3b14ebcf49c47016515184d1ff5c96abad78ea Lighthouse/Darkhouse 0 41 87 2023-04-01T07:37:48Z TimorSol 2 Created page with "The former lighthouse was used once as means to make travel towards Oasis safe for ships. [[The Lightkeeper]], using a Fire Core and a Moonstone, would use the magical power in conjunction with mechanical contraptions to light up the [[Safe Entry]] towards [[Proto]]. After the death of the last Lightkeeper, the lighthouse has been captured and transformed by a former assistant, [[Gloop]] - a demonic ooze creature of high intelligence and evil intent. Gloop uses the Dark..." wikitext text/x-wiki The former lighthouse was used once as means to make travel towards Oasis safe for ships. [[The Lightkeeper]], using a Fire Core and a Moonstone, would use the magical power in conjunction with mechanical contraptions to light up the [[Safe Entry]] towards [[Proto]]. After the death of the last Lightkeeper, the lighthouse has been captured and transformed by a former assistant, [[Gloop]] - a demonic ooze creature of high intelligence and evil intent. Gloop uses the Darkhouse to shed magical darkness from it, enforcing some magic abilities with it. The path to the Lighthouse is dangerous and leads through the forest. Additionally, whenever a creature sees the ray of darkness, it immediately feels a sense of confusion that may effect even in aggression towards your own party. Only safe way to travel towards the place is during the night or with your eyes closed. The lighthouse is a dark, tall building, standing on a rock that's somewhat away from the coast. The water hits the rocky coast constantly, with a loud slush. On top of that, there's a mist hovering here constantly, thick and gray. To get to the darkhouse you'd need to use a narrow rock pathway or use a rowboat to get to it from the back. When last seen by a scout, the Darkhouse was surrounded by dozens of humanoids that seemed to all work in communion. [[Category: Locations]] 899a4c60d181c167b1cbb16842b7b83d7b0a8f29 Safe Entry 0 42 88 2023-04-01T07:39:47Z TimorSol 2 Created page with "The whole island of Oasis is surrounded by a magical barrier, and there is only one entrance towards it, a "gate" of sorts. The gate is invisible as the dome, and navigating through it is a insanely hard task. A safer way to enter Oasis would grant [[Proto]] better supplies. [[Category: Utility]]" wikitext text/x-wiki The whole island of Oasis is surrounded by a magical barrier, and there is only one entrance towards it, a "gate" of sorts. The gate is invisible as the dome, and navigating through it is a insanely hard task. A safer way to enter Oasis would grant [[Proto]] better supplies. [[Category: Utility]] 7af8d08c1a1cc12442b5be651baf12a5606809a8 Gloop 0 43 89 2023-04-01T07:42:44Z TimorSol 2 Created page with "A demonic ooze creature that was once assistant to [[The Lightkeeper]]. Gloop (a nickname given by the Lightkeeper) was responsible for fulfilling many tasks at once and was working for the community for as long as it was fed memories of the original town members. Gloop exhibits magical abilities and cunning intelligence. He uses [[Lighthouse/Darkhouse|the Lighthouse/Darkhouse]] as a tool to lure in ships towards the island and feed on the memories of the crewmembers...." wikitext text/x-wiki A demonic ooze creature that was once assistant to [[The Lightkeeper]]. Gloop (a nickname given by the Lightkeeper) was responsible for fulfilling many tasks at once and was working for the community for as long as it was fed memories of the original town members. Gloop exhibits magical abilities and cunning intelligence. He uses [[Lighthouse/Darkhouse|the Lighthouse/Darkhouse]] as a tool to lure in ships towards the island and feed on the memories of the crewmembers. [[Category: NPC]] 53653ce49cb706261f35b2f4b91990b4c3932be4 The Lightkeeper 0 44 90 2023-04-01T07:46:19Z TimorSol 2 Created page with "A ghost that lingers in [[The Lightkeeper's Shack]], where he probably died. During his life, he was a hobbyist woodworker, specializing in renovating furniture for nobles. He was also the last Lightkeeper of [[Lighthouse/Darkhouse|the Lighthouse/Darkhouse]]. He states that he has Eladrin origin, but his demeanor and way of acting is more similar to human. He wears a unique Lightkeeper's Hat, a vestige of status and power. He is attached to his previous function and wou..." wikitext text/x-wiki A ghost that lingers in [[The Lightkeeper's Shack]], where he probably died. During his life, he was a hobbyist woodworker, specializing in renovating furniture for nobles. He was also the last Lightkeeper of [[Lighthouse/Darkhouse|the Lighthouse/Darkhouse]]. He states that he has Eladrin origin, but his demeanor and way of acting is more similar to human. He wears a unique Lightkeeper's Hat, a vestige of status and power. He is attached to his previous function and would be willing to help anyone bring the Lighthouse back in order. He is also the only person that knows how to actually repair and activate the Lighthouse, using a Fire Core and a Moonstone. [[Category: NPC]] 24fdc5ce72b81106abf834f6d7bc803c1960662d The Lightkeeper's Shack 0 45 91 2023-04-01T07:48:57Z TimorSol 2 Created page with "A ruined shack, once a manor or at least a decent house. The upper level is destroyed utterly, while there basement/workshop level is still mostly intact. The basement was inhabited by aggressive oozes that used this place as hunting grounds, seeping through the floor cracks. Driving them off released the ghost of [[The Lightkeeper]], who once ran [[Lighthouse/Darkhouse]]. [[Category: Locations]]" wikitext text/x-wiki A ruined shack, once a manor or at least a decent house. The upper level is destroyed utterly, while there basement/workshop level is still mostly intact. The basement was inhabited by aggressive oozes that used this place as hunting grounds, seeping through the floor cracks. Driving them off released the ghost of [[The Lightkeeper]], who once ran [[Lighthouse/Darkhouse]]. [[Category: Locations]] 73f244283d0927114f17ea00e43f7be116173696 Proto 0 13 92 40 2023-04-01T07:49:47Z TimorSol 2 wikitext text/x-wiki === The Town === Proto is a small town that has been built on the ruins of a centuries-old harbor of Oasis. Despite its modest size, with no more than a couple of dozens of functional and intact houses, it has all of the commodities that its residents need. The town is the only known civilization spot on the whole island. Life in Proto is not easy. The town is isolated on an island surrounded by deadly waters. Luckily it is also protected by a magical barrier created by an ancient relic unearthed from the harbor ruins – a majestic crystal hovering in the middle of Proto.<br> Until not so long ago, the town was inhabited by a diverse group of humanoids, stranded on the island by accident – a strange mix of old and young pirates, sailors, merchants and craftspeople. Today, Proto is a pioneer city, with most of its residents being still either adventurers or cherrypicked settlers seeking to explore the uncharted lands. Only a few of the original inhabitants of the town decided to stay in it after its re-discovery. The only safe way to get to the Island is through the [[Safe Entry]] gates. === Relevant locations: === ==== The Crossroads - General Store ==== Owner: Yak Graystar, male Orc, mid 50s, originally connected to the Revelry, currently the only general store owner. ==== Sentinels - Blacksmith/Armory ==== Owners: Bavroul and Andreana Runehell, Dwarven twins, age unknown, Bavroul makes armors, Andreana weapons. ==== House of Wind - Potions/Poisons ==== Owner: Damakos Leafdancer, Tiefling/Leonin, male, ~25 uears, promising alchemist and researcher. ==== The Shooting Star - Fletcher/Bowyer ==== Owner: Thalia Silentfall, Elf female, mid 400, secretive, hunter when not working. ==== The Revelation - Faith Supplies ==== Owner: Bingo Whitfoot, male halfling, mid 50s, absent-minded, yet seemed to be favored by gods. ==== The Cat In The Hat - Adventuring Gear ==== Cuzracraa Pyre, non-binary tabaxi, mid 30s, the most capable to fulfill custom commissions made by heroes. ==== Arcane Affinity - Magic Supply ==== Owner: Gnaknirt Dimbuckle, male gnome, around 300, capable tinkerer and mage with little interest in reality. ==== Lucky Hoof - Stables ==== Owner: Stamydos Duskvale, male centaur, mid 30s, no animal is able to outrun him. ==== The Establishment - Tavern ==== Owner: Pierce (The Eye), male human in his 60s, one of the few original inhabitants of the town, claims he doesn't remember how he got on the Island. ==== The Art gallery ==== Owner: Juliette, the bard, the gallery is set in a repurposed barn. [[File:Proto.jpg|thumb|The Town of Proto]] [[Category: Locations]] f590a03dedf19bf290283ac0fe6212168bfef1c5 Main Page 0 1 93 29 2023-04-01T07:55:04Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === Check out [[Special:AllPages| all the pages]]that are already made, or even better, browse the [[Special:Categories|categories]]. You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. ddec4b1f2e18251dc4a685069f1a3b96717018e5 94 93 2023-04-01T07:55:20Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === Check out [[Special:AllPages| all the pages]] that are already made, or even better, browse the [[Special:Categories|categories]]. You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 9a0c29c2f739d920ec0db60c86bface4a29fc55b 100 94 2023-04-01T10:08:41Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 05f9d7be22108f9ffac3761585ad95b050adf252 Lake Fey Lord 0 46 96 2023-04-01T07:57:04Z TimorSol 2 TimorSol moved page [[Lake Fey Lord]] to [[Ulorian, the River King]] wikitext text/x-wiki #REDIRECT [[Ulorian, the River King]] 99c814824f119a911bd384a6b8fd54a54f30bbfc Plants 0 9 98 26 2023-04-01T08:19:27Z TimorSol 2 wikitext text/x-wiki The island is a source of unique flora and fauna. Due to the dormant (or less dormant) magic powers flowing through the Oasis, some specimen can be unique to the island. During expeditions, information of the surrounding flora can be mapped or noticed by adventurers. The list below will contain information about plantlife that has been specifically noticed and named. * [[Obliviax Moss|Memory Loss Moss]] * Beachwood Tree * [[Bronzewood]] 428ef3597b44ab3cba653f38331b1d46268115dc 99 98 2023-04-01T10:05:25Z TimorSol 2 wikitext text/x-wiki The island is a source of unique flora and fauna. Due to the dormant (or less dormant) magic powers flowing through the Oasis, some specimen can be unique to the island. During expeditions, information of the surrounding flora can be mapped or noticed by adventurers. The list below will contain information about plantlife that has been specifically noticed and named. * [[Obliviax Moss|Memory Loss Moss]] * Beachwood Trees * [[Bronzewood]] fef774a43a7ca6353d78d9933a922bc27d2934a5 Category:Expedition Reports (5E) 14 47 101 2023-04-01T10:09:37Z TimorSol 2 Created page with "The Category gathers reports from different expeditions. All reports are nested inside singular pages." wikitext text/x-wiki The Category gathers reports from different expeditions. All reports are nested inside singular pages. 7bce1358c68ac926b24b6e3353a0abafa037bfe4 Expedition Report 2 0 32 102 73 2023-04-01T10:10:21Z TimorSol 2 wikitext text/x-wiki Date: 17th of Fessuran, 845 PD ==== Report by Dante: ==== GETTING TO [[Old Cemetery|CEMETERY]] The party traveled west of [[Proto]] toward the trees. After about 30 minutes, the party found the familiar X marks scratched into the bark. After about an hour following [[Tree Markings|markings]] west, they split into two paths, one continuing west and another leading north. The party went north for about 500 feet and came across a small creek of clean water about 5 feet wide. The markings stopped at the creek, so the party decided to ask for directions. A pretty chill frog named [[Gorf (animal)|Gorf]] confirmed that he has seen bodies carried farther north. Gorf asked for a silver piece so it could make an offering to the tree at [[Fey Lake|the lake]]. Gorf was out of silver because he gave his last piece to [[Josh (animal)|Josh]] the Snake so that he could make an offering as well. But the previous expedition had just given Josh a silver piece. Did Josh lie to Gorf about not having the silver piece? What a real snake! According to Gorf, the lake is small, and it would take him about half a day going west to get there at the pace of a frog. If animals are throwing shiny objects into this lake, what else could be there? The party marked a tree to denote the cemetery is indeed north and followed grooves in the dirt that led in a northeast direction. After another hour of travel, the party heard from about 300 feet away the sound of waves crashing on rocks and the sound of coffins banging against a cliffside as they dangled over the edge on chains. Approaching these sounds, the party found the cemetery at the cliff’s edge overlooking the sea. The party noticed Proto was visible from the cemetery by looking east and very slightly south. Disturbing a grave released swarms of little rats and a couple larger ones. The party dispatched all the rats but kept one of the larger ones alive for interrogation. The party never got the rat’s name, but it was clearly fixated on going deeper into the earth to “devour.” The rat was not healthy looking, it was diseased or corrupted in some way. When the party put rat out of its misery, it seemed relieved by the “silence.” Detect Magic revealed necromancy magic coming deep from below the ground. Perhaps this is the force compelling the rats to dig deeper? The party’s Mountain Hawk familiar found an opening to a tunnel heading into the ocean cliffside. The party used one the chains not attached to a coffin to lower themselves onto a rock that stood in front of the opening. The tunnel led to a nasty smelling crypt. Be careful of traps! Nasty vials of acid were placed under some tiles. Trip wires released wooden planks full of rusty nails. While the crypt seemed old, the walls also seemed freshly dug—only about three weeks to a month old. Continuing into the crypt, the party came to an intersection. The party headed left and was ambushed by wererats! One could even cast spells. Normal weapons were not very effective, but magic was just fine. After a tough fight, the party was victorious and finished their exploration. The room to the left of the intersection looked like sleeping quarters. The room to the right of the intersection looked like a spot for recreation and eating. In the far side of this room, there was barricade made of driftwood and old coffins. The party felt the presence of a malevolent, necromantic being or intelligence from behind the barrier. A strong stench emanating from behind the barrier caused a party member to be paralyzed for a minute. Not something to be trifled with! The party found a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” ==== Report by Ekanir: ==== Going to the cemetery. Bottom of the island is more beachy and the north parts of the island are more full of steep cliffs. Island has varying seasons by location and Proto is usually autumn. It is late summer now, pretty boring but more safe from natural phenomena and disasters.About 55 degrees Fahrenheit and a clear day today. The party headed west 30 minutes before we saw markings. Getting to crossroads took another hour past that. Dante and Rorin had taken the west path before so we take the northern one now. Ran into a creek after 500 more feet north but the markings disappear. Water seems clean and safe to drink. Looking for a snake Josh that Dante had talked to before with Speak with Animals. Nature seems pretty similar to Felderwin, colder regions of Wildemount. Ekanir casts Mold Earth to make stepping stones over the creek. It also seems to run down into Proto, just in sight to the southeast. The spell revealed a frog named Gorf, who told us about some people to the north who were laying down with others not laying down (i.e. a graveyard). Dante paid him a silver piece for Josh the snake’s debt. These animals have some sort of trade where they give shiny things to the tree in the middle of a lake at the top of the creek we are in. Half a day to get to the lake for Gorf. It is pretty small in size even for a frog. We find a groove in the ground, like something heavier was pulled in this line pointing northeast. Rorin makes a tombstone shaped marker in the direction we are heading. Rolled an 18 then 25 on survival so found our way pretty easily. Start to hear the ocean and sea after another hour past the creek. Audible sounds of something wooden being hit against rock and a metal chain in time after a wave crash. Hard to tell if we are at ground/beach level (Turned out to be on a cliff). Rorin makes a wave symbol on a tree. Zherrias and Daisy sneak forward with guidance from Dante and Ekanir. Rorin is not stealthy so he stays back for a moment but we have found the cemetery, The graves with rocks on top are intact and older. Ones with no rocks have been disturbed. Hard to tell whether the shovels were recently used or not. There are also coffins hanging over the cliff edge held up with chains. A traditional burial of sailors, apparently. East and slightly south, we can see Proto. We had followed the normal path people take to bring the dead here. We ended up unearthing a disturbed grave and a bunch of rats came out. They had meat in their mouths but we killed most of them. The dirt there is softer for some reason, also has bones but seems fine otherwise. It created a small sinkhole with more loose dirt falling into it. Nothing significant about the rocks on the graves, just gathered from their surroundings. With another animal interrogation by Dante, we find out the pustule-ridden rat we knocked unconscious is hungry and wants to devour…something. It wants to get back underground almost compulsively. Dante finishes it off with a mind sliver. We debate how to get further down under the graveyard, with Mold Earth maybe? But Rorin has the idea of an entrance at water level. So Ekanir summons a golden eagle familiar to look down near the chain-suspended coffins. There is a hole down there near a tree covered with wooden planks from the inside. Could use the chain to get down and stand on the stone then crawl into the hole. It is like a window sized hole. Almost everyone gets down there but Ekanir falls into the water. He turns into a panther to climb back up into the opening before a wave crashes. Thankfully Dante is still able to talk to him in that form. Were are all the rats coming from? We go in and find the tunnels were seemingly made by someone, but Ekanir isn’t able to determine much about it. There is the scent of lots of dead bodies, then rats. It is almost overpowering for Ekanir’s heightened panther sense. Being careful, Daisy still almost falls into a trap with glass vials of acid. While investigating a room, we were ambushed by four wererats, one of which was a caster. Somehow we all managed to survive and didn’t contract anything from the bites of the creatures either. Afterwards we found some weapons and general loot to bring back to town, along with a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” We found their recreation room and a makeshift barrier. There is some necromantic magic behind it. We all feel a malevolent force there, very evil. Then there is a horrible stench like death incarnate. All of us manage to keep their composure but Daisy, who is paralyzed for 1 minute. Do not dig down from the graveyard, you would probably die in that other area. [[Category: Expedition Reports]] e03ad7dda42895debe37ce79923bfd35176a40eb Obliviax Moss 0 48 103 2023-04-01T10:22:37Z TimorSol 2 Created page with "The Memory Eating Moss, Usually called Obliviax Moss, targets any creature that it can "see" within 5 feet of it. For those without a Iron Will, a meeting like this can end in not only memory drain, but even in death. Memory Moss grows on places of former power, where once spellcasters dwelled. It is unheard of for Obliviax to grow outside buildings with residual magic embedded in the structures on which they work. They uniquely possessed the ability to steal the last..." wikitext text/x-wiki The Memory Eating Moss, Usually called Obliviax Moss, targets any creature that it can "see" within 5 feet of it. For those without a Iron Will, a meeting like this can end in not only memory drain, but even in death. Memory Moss grows on places of former power, where once spellcasters dwelled. It is unheard of for Obliviax to grow outside buildings with residual magic embedded in the structures on which they work. They uniquely possessed the ability to steal the last twenty-four hours of memories from other intelligent creatures within that range. Through this ability they could even steal memorized spells. They preferred to steal the memories of any wizards present, followed by clerics, other forms of spellcasters, and then non-spellcasters. The spell becomes lost to the caster after 24 hours have passed if they do not eat the moss. d9fbc6b13e62af37cba48d6bf32e21b31089f992 Expedition Report 3 0 49 104 2023-04-01T11:29:25Z TimorSol 2 Created page with "Date: 19th of Fessuran, 845 PD ==== Report by Daisy: ==== Proto to first river The first 30 minutes of travel we leave the town Proto to the west to the Shrine and then we will head south from there to map out some of that area. The weather is nice today and has clear skies. After around 30 minutes I notice a tree marked with an X. These are markings from previous groups. One will lead West; one will lead North to the cemetery. We spend around 1 ½- 2 hours until we r..." wikitext text/x-wiki Date: 19th of Fessuran, 845 PD ==== Report by Daisy: ==== Proto to first river The first 30 minutes of travel we leave the town Proto to the west to the Shrine and then we will head south from there to map out some of that area. The weather is nice today and has clear skies. After around 30 minutes I notice a tree marked with an X. These are markings from previous groups. One will lead West; one will lead North to the cemetery. We spend around 1 ½- 2 hours until we run into the crossroads. This is the spot the first expedition met Josh the snake. We will go South here. The forest is a classic broadleaf forest, no special animals, plants, or anything unusual for the area. We walk a couple hundred feet South and find the creek or river. There’s a chance if we go to the mouth of the river by the ocean it’ll be too wide to traverse. Should cross here where it is narrower. It’s about 50 feet wide here. To the west it’s a bit narrower, so we head that way. There is one potential crossing to the South rather than the West that Dante’s imp familiar spots. But that is a tree halfway fallen into the river with a 25-30 food span between it and the other side. It takes 10 minutes or so to get to the fallen tree after deciding as a group to go this direction to cross the river. Juliette and Zulfikar, the most trained in Survival decide to tie 2 ropes tied together on trees on either side of the river. I go to cross first, hanging off the rope and make it halfway across before nearly falling into the river. Dante’s familiar noticed and helped me get repositioned on the rope, and I finish crossing faster than I’ve crossed a river on a rope ever before. (The imp kind of burned my backside a bit and didn’t want that to happen again!) The rest of the group find their own ways to make it across the river. While waiting, I keep an eye out for danger on this side of the river. [[Coastal Shrine|The Shrine]] Everything seems clear and the whole group makes it safely to the other side, so we continue heading South now that we’re on the other side of the river. We hear and see after about 15 minutes of travel waves crashing on what sounds like a rocky beach, not sandy. We see the ocean and also some column nearby maybe 20 feet high. I walk forward to inspect it with another group member. We first see the column itself and notice it would be hard to walk on the coastline, as it’s hilly. We take a little detour through the forest to get closer. When we get closer, we notice there’s also a statue in front of the column. The statue is on a cliff in front of the ocean. I go in closer to see if I recognize the statue. The imp flies upwards and notices West ward from where we are large mountains in the distance. Somewhere towards where we came from in the distance there’s a LARGER tower, maybe hundreds of feet high. It’s surrounded my darkish fog. 3-5 miles away or farther from Proto. The imp also sees the floating rocks found by the first expedition. This is 90 degrees to the left of where we are looking at the tower, so West??? North or Southwest?? Lastly towards the direction where the tower is, not exactly but generally, there is a ruined building of sorts that the Imp also sees. The statue has demonic features on it, but we’re not sure who it is. The statue has a horn broken off, it’s a female figure, holding a bowl that’s badly broken. The markings on the column themself look ornamental, no runes or written language. I will ask is someone can mend the bowl of the statue. We mend the bowl on the statue while Dante goes and talks to a nearby animal like he usually does. He takes offerings to this statue. The hedgehog’s name is [[Peanut (animal)|Peanut]]. We ask if there are any large creatures that we need to keep an eye out for and he mentions big bugs. Peanut didn’t like the spider image created. Not a spider or worm. There are some beetles but they eat dead things. Creatures might live underground. Peanut also notices the crab as one of the large creatures. We thank him and continue on our expedition. The bowl is repaired on the statue and I leave some rations in the bowl for Peanut. I start fishing for some food while we’re waiting on rituals to complete. Another ally walks the perimeter keeping an eye out for danger. When Ruben finishes casting his Detect Magic ritual, he mentions this is a holy shrine with divine magic. We continue going south on the coastline. The ruined abode The trees become sparser over time so travel becomes a little quicker. Hugging the coastline as much as we can. After around an hour, we find another river opening to the sea that seems to come from directly west. About now, we’re rounding the bay. We all get across easier than the first river, like we’re getting the knack of these expeditions! I feel myself getting stronger as I snack on my rations for the day. Looking out on the left side, North/NE of us, we see the ground Proto is on, and we’re at the bend of the gulf. Along the coast southeast there’s another peninsula maybe a couple more miles away with sandy beaches and reeds. It’s also slightly warmer, not much but a little. We also start seeing more warmer climate trees. 2 hours to the SE from the second river we start approaching the peninsula. Getting closer we notice the shape on the beach are [[Eastern Beach Ruins|a ruin]]. The floor is covered in moss, and walls in pieces, I notice that the moss has a luminescent quality that still has a sense of grandeur. There are some pictures barely visible on the inside walls that remain. We send our imp familiar closer to get a better look at the ruin. They don’t spot anything dangerous, or moved earth. Not easy to burrow or dig in this area with a lot of rocks around. We conjure an image to see if anything will jump out at it and attack it, to which nothing happens. Daisy walks into the ruins as nothing has shown itself yet. All of a sudden, I don’t remember where I’m at and how I got here. On the north wall is a beautiful mural, though incomplete, still beautiful, and it depicts warriors, no faces are specific, they look like generic adventurers against a backdrop of a forest or jungle. It seems like they track something. It’s like a story. On the mural under a piece of moss there’s a depiction of a paw, that resembles a lizard paw, or reptilian creature. Under another is a massive lizard depicted snapping bones in its massive jaws. On the next part we see the same hunter’s or adventurer’s riding lizard like creatures chasing other large lizard creatures. Juliette and Dante mention a SAFARI. The person that lived here must have gone on several safaris in their time. The moss has small droplets on it, but no alchemical properties. We discover a tunnel deep under the ocean that Juliette swims down to see as best as she can after tying a rope around her waist. The longer I spent in the ruins, the more she’s confused about how she got here. She remembers she was supposed to go to the cemetery with some allies. But there’s no cemetery in sight, the only thing around is a group with some same people, but some different that weren’t originally going to come to the cemetery with us. She is visibly confused as the Imp hovers nearby. She just stares at the outside of the ruined abode. Not knowing she’s already somewhat searched the area; she searches the area a second time for alchemical components or the cemetery she thought she is supposed to be searching for. She unfortunately doesn’t find anything. She’s confused and waiting on the rest of the group to join her to go to the [[Old Cemetery|cemetery]] (she thinks). Zulfikar points out our memories are being tampered with somehow. Daisy suggests leaving the ruins. I step closer to the ruins and investigate [[Obliviax Moss|the moss]] and see these shimmering droplets of water, and inside the water droplet there’s an image of a small tavern and people drinking, the tavern in Proto. As soon as I see this, I collect as much as I can in a vial. High level spells can restore memory but also eating the moss could restore memories or spell slots. Daisy grabs some memory moss and eats it, recovering her memories, but also gets a bit poisoned in the process. Off the coast of the ruined home, there was a sort of Basilisk that nearly attacked our allies. We will come back when we’re more prepared to harvest and bring back parts of the creature. We take a short rest and after which we continue heading directly South sticking closely to the coastline. The Final Leg I keep an eye out for danger along the way, but we’re not bothered by any creatures for now. The terrain isn’t the easiest to navigate which slows us down slightly. After a couple hours we come across something LARGE on the beach ahead with an odd shape. It’s about a half a mile ahead of our current location. Once we get closer, it looks like a HUGE oblong shape, and a nasty stench hits our noses. It smells like the worst place in Port Zoon, which is pretty bad. We get close enough to see an [[Beached Whale|enormous dead fish]]. Getting closer, it turns out the giant fish is a whale! And has been dead for a while it looks like. Daisy gets closer to investigate it up close. It doesn’t look petrified, but the wound is large enough for the creature that killed this whale to be bigger than it. That’s all I am able to ascertain from the wound. It was pointed out that there’s a valuable alchemical component in the whale’s stomach that is needed in making perfume, so we will try to extract as much as we can from it. Before we’re able to do that, we were nearly surprised by these creatures that were inside the whale carcass. Luckily, Daisy was able to warn everyone in time to back up and get ready. Roll initiative! We are able to slay all the creatures, one nearly killing Daisy in the process. We’re able to get the raisins for the perfume out of the whale’s stomach. Despite the nastiness of carving into this dead whale, we’re able to get 4 raisin pieces of Ambergris, the valuable item used to make perfume. Daisy tries to pick up a nearby crab to cook for dinner when we stop traveling. We’re going to camp out tonight and travel back the next day. We set up camp for the night, I cook the crab and have it before going to bed for the night. The next day we hike back to Proto. A couple people in our group notice to the south are bigger birds with larger bat like wings South/Southwest. There also seems to be space between the forest/woods and the mountains. The imp points out the islands are in a line heading further West. An ally found some berries on the route home. After hours, we finally arrive back at Proto, another successful expedition completed. ==== Report by Juliette de Guélis ==== We left [[Proto]] in the morning - a group made up of myself, Miss Daisy and three gentlemen: Mister Dante, Mister Ruben and Mister Zulfikar. We went west, taking the well-known path and then turned south, looking for the Shrine marked on the map. Fairly shortly we came across the river, a wide one, but nothing impossible to cross. We all made it without too much trouble using two ropes and a log of wood to cross, but the log might not be usable for much too long. After crossing the river we proceeded south until we reached the coast, rocky beaches, and the Shrine made up of a 20 feet tall, nicely decorated column, and of a female tiefling or demonic-looking figure. Her arms were broken of (definitely on purpose) and seemingly taken. Thanks to Mister Dante’s imp companion by the name of Jet (such an ugly-cute creature… reminded me of my mother’s pugs), we found out from a hedgehog ([[Peanut (animal)|Peanut]]) that people still give offerings at the Shrine. I placed a silver piece in the offering bowl and a curious feeling overcame me, as if I have done some good… We tried to replicate the effect but nothing happened. It may be that the Shrine may only be used occasionally? I shall investigate further in the future. Also, giant ants live in the area so we have to make sure not to disturb them too much. Jet scouted the area and noticed two points of interest in the direction of Proto and some distance further - a tall tower surrounded by ominously looking mist, and an abandoned shack. We continued south alongside the coast and crossed yet another river, before turning a bit eastward at Jet’s guidance. There, we found [[Eastern Beach Ruins|ruins of a house]]. Its architecture might be from the same time and culture as the Shrine. One of the walls holds a large mural of a safari! From what we could gather, the house belonged to some mage who organised or took part in multiple safaris, ones in particular focused on large lizard creatures. The house had moss growing all over it, and as we explored this moss slowly ate away at our memories and magic! Absolutely abhorrent. I wished to burn it, but my companions preferred to keep it in case it could be used as an alchemical ingredient. Oh well. We had to eat the moss to recover out memories. It was disgusting. We also found a tunnel leading downwards (100 feet), perhaps to a basement of this mage - one that surely holds some treasure or interesting items. I swam down to see what we could find, but instead encountered a large snake-like creature - a Swavain Basilisk! It seemed too powerful to defeat so we will come back to it later, and perhaps try to capture it instead. I shall make sure I am a part of the expedition so I can find whatever might be left in its current lair. About half a mile from the house we came across a beached whale - dead with wounds all over its side. Four alien looking creatures burst out of it attacking us. Thankfully Daisy warned us in time and we dealt with them without any issues and even managed to harvest some hooks. From the stomach of the whale, we harvested four chunks of ambergris! We should be able to sell it without an issue since it is a very expensive perfume ingredient. A scent not nearly as nice as iris and saffron, but to each their own. We have also discovered what looked like a part of a ship, but I did not recognise any of the markings or decorations. Jet spotted to the west of us a large empty space. Perhaps a lake or a desert of some kind. It didn’t seem too far. Additionally, to the south of us he spotted flying creatures. Bird looking, but not at all feathery. Zulfikar also found marks of creatures large enough to knock down trees while walking! We set up a camp nearby and made our way back the next day without any issues. 9b82002a5ceef6610ed6f0ef15150923f4d25388 105 104 2023-04-01T11:29:53Z TimorSol 2 wikitext text/x-wiki Date: 19th of Fessuran, 845 PD ==== Report by Daisy: ==== Proto to first river The first 30 minutes of travel we leave the town Proto to the west to the Shrine and then we will head south from there to map out some of that area. The weather is nice today and has clear skies. After around 30 minutes I notice a tree marked with an X. These are markings from previous groups. One will lead West; one will lead North to the cemetery. We spend around 1 ½- 2 hours until we run into the crossroads. This is the spot the first expedition met Josh the snake. We will go South here. The forest is a classic broadleaf forest, no special animals, plants, or anything unusual for the area. We walk a couple hundred feet South and find the creek or river. There’s a chance if we go to the mouth of the river by the ocean it’ll be too wide to traverse. Should cross here where it is narrower. It’s about 50 feet wide here. To the west it’s a bit narrower, so we head that way. There is one potential crossing to the South rather than the West that Dante’s imp familiar spots. But that is a tree halfway fallen into the river with a 25-30 food span between it and the other side. It takes 10 minutes or so to get to the fallen tree after deciding as a group to go this direction to cross the river. Juliette and Zulfikar, the most trained in Survival decide to tie 2 ropes tied together on trees on either side of the river. I go to cross first, hanging off the rope and make it halfway across before nearly falling into the river. Dante’s familiar noticed and helped me get repositioned on the rope, and I finish crossing faster than I’ve crossed a river on a rope ever before. (The imp kind of burned my backside a bit and didn’t want that to happen again!) The rest of the group find their own ways to make it across the river. While waiting, I keep an eye out for danger on this side of the river. [[Coastal Shrine|The Shrine]] Everything seems clear and the whole group makes it safely to the other side, so we continue heading South now that we’re on the other side of the river. We hear and see after about 15 minutes of travel waves crashing on what sounds like a rocky beach, not sandy. We see the ocean and also some column nearby maybe 20 feet high. I walk forward to inspect it with another group member. We first see the column itself and notice it would be hard to walk on the coastline, as it’s hilly. We take a little detour through the forest to get closer. When we get closer, we notice there’s also a statue in front of the column. The statue is on a cliff in front of the ocean. I go in closer to see if I recognize the statue. The imp flies upwards and notices West ward from where we are large mountains in the distance. Somewhere towards where we came from in the distance there’s a LARGER tower, maybe hundreds of feet high. It’s surrounded my darkish fog. 3-5 miles away or farther from Proto. The imp also sees the floating rocks found by the first expedition. This is 90 degrees to the left of where we are looking at the tower, so West??? North or Southwest?? Lastly towards the direction where the tower is, not exactly but generally, there is a ruined building of sorts that the Imp also sees. The statue has demonic features on it, but we’re not sure who it is. The statue has a horn broken off, it’s a female figure, holding a bowl that’s badly broken. The markings on the column themself look ornamental, no runes or written language. I will ask is someone can mend the bowl of the statue. We mend the bowl on the statue while Dante goes and talks to a nearby animal like he usually does. He takes offerings to this statue. The hedgehog’s name is [[Peanut (animal)|Peanut]]. We ask if there are any large creatures that we need to keep an eye out for and he mentions big bugs. Peanut didn’t like the spider image created. Not a spider or worm. There are some beetles but they eat dead things. Creatures might live underground. Peanut also notices the crab as one of the large creatures. We thank him and continue on our expedition. The bowl is repaired on the statue and I leave some rations in the bowl for Peanut. I start fishing for some food while we’re waiting on rituals to complete. Another ally walks the perimeter keeping an eye out for danger. When Ruben finishes casting his Detect Magic ritual, he mentions this is a holy shrine with divine magic. We continue going south on the coastline. The ruined abode The trees become sparser over time so travel becomes a little quicker. Hugging the coastline as much as we can. After around an hour, we find another river opening to the sea that seems to come from directly west. About now, we’re rounding the bay. We all get across easier than the first river, like we’re getting the knack of these expeditions! I feel myself getting stronger as I snack on my rations for the day. Looking out on the left side, North/NE of us, we see the ground Proto is on, and we’re at the bend of the gulf. Along the coast southeast there’s another peninsula maybe a couple more miles away with sandy beaches and reeds. It’s also slightly warmer, not much but a little. We also start seeing more warmer climate trees. 2 hours to the SE from the second river we start approaching the peninsula. Getting closer we notice the shape on the beach are [[Eastern Beach Ruins|a ruin]]. The floor is covered in moss, and walls in pieces, I notice that the moss has a luminescent quality that still has a sense of grandeur. There are some pictures barely visible on the inside walls that remain. We send our imp familiar closer to get a better look at the ruin. They don’t spot anything dangerous, or moved earth. Not easy to burrow or dig in this area with a lot of rocks around. We conjure an image to see if anything will jump out at it and attack it, to which nothing happens. Daisy walks into the ruins as nothing has shown itself yet. All of a sudden, I don’t remember where I’m at and how I got here. On the north wall is a beautiful mural, though incomplete, still beautiful, and it depicts warriors, no faces are specific, they look like generic adventurers against a backdrop of a forest or jungle. It seems like they track something. It’s like a story. On the mural under a piece of moss there’s a depiction of a paw, that resembles a lizard paw, or reptilian creature. Under another is a massive lizard depicted snapping bones in its massive jaws. On the next part we see the same hunter’s or adventurer’s riding lizard like creatures chasing other large lizard creatures. Juliette and Dante mention a SAFARI. The person that lived here must have gone on several safaris in their time. The moss has small droplets on it, but no alchemical properties. We discover a tunnel deep under the ocean that Juliette swims down to see as best as she can after tying a rope around her waist. The longer I spent in the ruins, the more she’s confused about how she got here. She remembers she was supposed to go to the cemetery with some allies. But there’s no cemetery in sight, the only thing around is a group with some same people, but some different that weren’t originally going to come to the cemetery with us. She is visibly confused as the Imp hovers nearby. She just stares at the outside of the ruined abode. Not knowing she’s already somewhat searched the area; she searches the area a second time for alchemical components or the cemetery she thought she is supposed to be searching for. She unfortunately doesn’t find anything. She’s confused and waiting on the rest of the group to join her to go to the [[Old Cemetery|cemetery]] (she thinks). Zulfikar points out our memories are being tampered with somehow. Daisy suggests leaving the ruins. I step closer to the ruins and investigate [[Obliviax Moss|the moss]] and see these shimmering droplets of water, and inside the water droplet there’s an image of a small tavern and people drinking, the tavern in Proto. As soon as I see this, I collect as much as I can in a vial. High level spells can restore memory but also eating the moss could restore memories or spell slots. Daisy grabs some memory moss and eats it, recovering her memories, but also gets a bit poisoned in the process. Off the coast of the ruined home, there was a sort of Basilisk that nearly attacked our allies. We will come back when we’re more prepared to harvest and bring back parts of the creature. We take a short rest and after which we continue heading directly South sticking closely to the coastline. The Final Leg I keep an eye out for danger along the way, but we’re not bothered by any creatures for now. The terrain isn’t the easiest to navigate which slows us down slightly. After a couple hours we come across something LARGE on the beach ahead with an odd shape. It’s about a half a mile ahead of our current location. Once we get closer, it looks like a HUGE oblong shape, and a nasty stench hits our noses. It smells like the worst place in Port Zoon, which is pretty bad. We get close enough to see an [[Beached Whale|enormous dead fish]]. Getting closer, it turns out the giant fish is a whale! And has been dead for a while it looks like. Daisy gets closer to investigate it up close. It doesn’t look petrified, but the wound is large enough for the creature that killed this whale to be bigger than it. That’s all I am able to ascertain from the wound. It was pointed out that there’s a valuable alchemical component in the whale’s stomach that is needed in making perfume, so we will try to extract as much as we can from it. Before we’re able to do that, we were nearly surprised by these creatures that were inside the whale carcass. Luckily, Daisy was able to warn everyone in time to back up and get ready. Roll initiative! We are able to slay all the creatures, one nearly killing Daisy in the process. We’re able to get the raisins for the perfume out of the whale’s stomach. Despite the nastiness of carving into this dead whale, we’re able to get 4 raisin pieces of Ambergris, the valuable item used to make perfume. Daisy tries to pick up a nearby crab to cook for dinner when we stop traveling. We’re going to camp out tonight and travel back the next day. We set up camp for the night, I cook the crab and have it before going to bed for the night. The next day we hike back to Proto. A couple people in our group notice to the south are bigger birds with larger bat like wings South/Southwest. There also seems to be space between the forest/woods and the mountains. The imp points out the islands are in a line heading further West. An ally found some berries on the route home. After hours, we finally arrive back at Proto, another successful expedition completed. ==== Report by Juliette de Guélis ==== We left [[Proto]] in the morning - a group made up of myself, Miss Daisy and three gentlemen: Mister Dante, Mister Ruben and Mister Zulfikar. We went west, taking the well-known path and then turned south, looking for the Shrine marked on the map. Fairly shortly we came across the river, a wide one, but nothing impossible to cross. We all made it without too much trouble using two ropes and a log of wood to cross, but the log might not be usable for much too long. After crossing the river we proceeded south until we reached the coast, rocky beaches, and the Shrine made up of a 20 feet tall, nicely decorated column, and of a female tiefling or demonic-looking figure. Her arms were broken of (definitely on purpose) and seemingly taken. Thanks to Mister Dante’s imp companion by the name of Jet (such an ugly-cute creature… reminded me of my mother’s pugs), we found out from a hedgehog ([[Peanut (animal)|Peanut]]) that people still give offerings at the Shrine. I placed a silver piece in the offering bowl and a curious feeling overcame me, as if I have done some good… We tried to replicate the effect but nothing happened. It may be that the Shrine may only be used occasionally? I shall investigate further in the future. Also, giant ants live in the area so we have to make sure not to disturb them too much. Jet scouted the area and noticed two points of interest in the direction of Proto and some distance further - a tall tower surrounded by ominously looking mist, and an abandoned shack. We continued south alongside the coast and crossed yet another river, before turning a bit eastward at Jet’s guidance. There, we found [[Eastern Beach Ruins|ruins of a house]]. Its architecture might be from the same time and culture as the Shrine. One of the walls holds a large mural of a safari! From what we could gather, the house belonged to some mage who organised or took part in multiple safaris, ones in particular focused on large lizard creatures. The house had moss growing all over it, and as we explored this moss slowly ate away at our memories and magic! Absolutely abhorrent. I wished to burn it, but my companions preferred to keep it in case it could be used as an alchemical ingredient. Oh well. We had to eat the moss to recover out memories. It was disgusting. We also found a tunnel leading downwards (100 feet), perhaps to a basement of this mage - one that surely holds some treasure or interesting items. I swam down to see what we could find, but instead encountered a large snake-like creature - a Swavain Basilisk! It seemed too powerful to defeat so we will come back to it later, and perhaps try to capture it instead. I shall make sure I am a part of the expedition so I can find whatever might be left in its current lair. About half a mile from the house we came across a beached whale - dead with wounds all over its side. Four alien looking creatures burst out of it attacking us. Thankfully Daisy warned us in time and we dealt with them without any issues and even managed to harvest some hooks. From the stomach of the whale, we harvested four chunks of ambergris! We should be able to sell it without an issue since it is a very expensive perfume ingredient. A scent not nearly as nice as iris and saffron, but to each their own. We have also discovered what looked like a part of a ship, but I did not recognise any of the markings or decorations. Jet spotted to the west of us a large empty space. Perhaps a lake or a desert of some kind. It didn’t seem too far. Additionally, to the south of us he spotted flying creatures. Bird looking, but not at all feathery. Zulfikar also found marks of creatures large enough to knock down trees while walking! We set up a camp nearby and made our way back the next day without any issues. a134a8ebe6c3b2a8810fed163417356beaa71751 106 105 2023-04-01T11:30:28Z TimorSol 2 wikitext text/x-wiki Date: 19th of Fessuran, 845 PD ==== Report by Daisy: ==== Proto to first river The first 30 minutes of travel we leave the town Proto to the west to the Shrine and then we will head south from there to map out some of that area. The weather is nice today and has clear skies. After around 30 minutes I notice a tree marked with an X. These are markings from previous groups. One will lead West; one will lead North to the cemetery. We spend around 1 ½- 2 hours until we run into the crossroads. This is the spot the first expedition met Josh the snake. We will go South here. The forest is a classic broadleaf forest, no special animals, plants, or anything unusual for the area. We walk a couple hundred feet South and find the creek or river. There’s a chance if we go to the mouth of the river by the ocean it’ll be too wide to traverse. Should cross here where it is narrower. It’s about 50 feet wide here. To the west it’s a bit narrower, so we head that way. There is one potential crossing to the South rather than the West that Dante’s imp familiar spots. But that is a tree halfway fallen into the river with a 25-30 food span between it and the other side. It takes 10 minutes or so to get to the fallen tree after deciding as a group to go this direction to cross the river. Juliette and Zulfikar, the most trained in Survival decide to tie 2 ropes tied together on trees on either side of the river. I go to cross first, hanging off the rope and make it halfway across before nearly falling into the river. Dante’s familiar noticed and helped me get repositioned on the rope, and I finish crossing faster than I’ve crossed a river on a rope ever before. (The imp kind of burned my backside a bit and didn’t want that to happen again!) The rest of the group find their own ways to make it across the river. While waiting, I keep an eye out for danger on this side of the river. [[Coastal Shrine|The Shrine]] Everything seems clear and the whole group makes it safely to the other side, so we continue heading South now that we’re on the other side of the river. We hear and see after about 15 minutes of travel waves crashing on what sounds like a rocky beach, not sandy. We see the ocean and also some column nearby maybe 20 feet high. I walk forward to inspect it with another group member. We first see the column itself and notice it would be hard to walk on the coastline, as it’s hilly. We take a little detour through the forest to get closer. When we get closer, we notice there’s also a statue in front of the column. The statue is on a cliff in front of the ocean. I go in closer to see if I recognize the statue. The imp flies upwards and notices West ward from where we are large mountains in the distance. Somewhere towards where we came from in the distance there’s a LARGER tower, maybe hundreds of feet high. It’s surrounded my darkish fog. 3-5 miles away or farther from Proto. The imp also sees the floating rocks found by the first expedition. This is 90 degrees to the left of where we are looking at the tower, so West??? North or Southwest?? Lastly towards the direction where the tower is, not exactly but generally, there is a ruined building of sorts that the Imp also sees. The statue has demonic features on it, but we’re not sure who it is. The statue has a horn broken off, it’s a female figure, holding a bowl that’s badly broken. The markings on the column themself look ornamental, no runes or written language. I will ask is someone can mend the bowl of the statue. We mend the bowl on the statue while Dante goes and talks to a nearby animal like he usually does. He takes offerings to this statue. The hedgehog’s name is [[Peanut (animal)|Peanut]]. We ask if there are any large creatures that we need to keep an eye out for and he mentions big bugs. Peanut didn’t like the spider image created. Not a spider or worm. There are some beetles but they eat dead things. Creatures might live underground. Peanut also notices the crab as one of the large creatures. We thank him and continue on our expedition. The bowl is repaired on the statue and I leave some rations in the bowl for Peanut. I start fishing for some food while we’re waiting on rituals to complete. Another ally walks the perimeter keeping an eye out for danger. When Ruben finishes casting his Detect Magic ritual, he mentions this is a holy shrine with divine magic. We continue going south on the coastline. [[Eastern Beach Ruins|The Ruined Abode]] The trees become sparser over time so travel becomes a little quicker. Hugging the coastline as much as we can. After around an hour, we find another river opening to the sea that seems to come from directly west. About now, we’re rounding the bay. We all get across easier than the first river, like we’re getting the knack of these expeditions! I feel myself getting stronger as I snack on my rations for the day. Looking out on the left side, North/NE of us, we see the ground Proto is on, and we’re at the bend of the gulf. Along the coast southeast there’s another peninsula maybe a couple more miles away with sandy beaches and reeds. It’s also slightly warmer, not much but a little. We also start seeing more warmer climate trees. 2 hours to the SE from the second river we start approaching the peninsula. Getting closer we notice the shape on the beach are [[Eastern Beach Ruins|a ruin]]. The floor is covered in moss, and walls in pieces, I notice that the moss has a luminescent quality that still has a sense of grandeur. There are some pictures barely visible on the inside walls that remain. We send our imp familiar closer to get a better look at the ruin. They don’t spot anything dangerous, or moved earth. Not easy to burrow or dig in this area with a lot of rocks around. We conjure an image to see if anything will jump out at it and attack it, to which nothing happens. Daisy walks into the ruins as nothing has shown itself yet. All of a sudden, I don’t remember where I’m at and how I got here. On the north wall is a beautiful mural, though incomplete, still beautiful, and it depicts warriors, no faces are specific, they look like generic adventurers against a backdrop of a forest or jungle. It seems like they track something. It’s like a story. On the mural under a piece of moss there’s a depiction of a paw, that resembles a lizard paw, or reptilian creature. Under another is a massive lizard depicted snapping bones in its massive jaws. On the next part we see the same hunter’s or adventurer’s riding lizard like creatures chasing other large lizard creatures. Juliette and Dante mention a SAFARI. The person that lived here must have gone on several safaris in their time. The moss has small droplets on it, but no alchemical properties. We discover a tunnel deep under the ocean that Juliette swims down to see as best as she can after tying a rope around her waist. The longer I spent in the ruins, the more she’s confused about how she got here. She remembers she was supposed to go to the cemetery with some allies. But there’s no cemetery in sight, the only thing around is a group with some same people, but some different that weren’t originally going to come to the cemetery with us. She is visibly confused as the Imp hovers nearby. She just stares at the outside of the ruined abode. Not knowing she’s already somewhat searched the area; she searches the area a second time for alchemical components or the cemetery she thought she is supposed to be searching for. She unfortunately doesn’t find anything. She’s confused and waiting on the rest of the group to join her to go to the [[Old Cemetery|cemetery]] (she thinks). Zulfikar points out our memories are being tampered with somehow. Daisy suggests leaving the ruins. I step closer to the ruins and investigate [[Obliviax Moss|the moss]] and see these shimmering droplets of water, and inside the water droplet there’s an image of a small tavern and people drinking, the tavern in Proto. As soon as I see this, I collect as much as I can in a vial. High level spells can restore memory but also eating the moss could restore memories or spell slots. Daisy grabs some memory moss and eats it, recovering her memories, but also gets a bit poisoned in the process. Off the coast of the ruined home, there was a sort of Basilisk that nearly attacked our allies. We will come back when we’re more prepared to harvest and bring back parts of the creature. We take a short rest and after which we continue heading directly South sticking closely to the coastline. The Final Leg I keep an eye out for danger along the way, but we’re not bothered by any creatures for now. The terrain isn’t the easiest to navigate which slows us down slightly. After a couple hours we come across something LARGE on the beach ahead with an odd shape. It’s about a half a mile ahead of our current location. Once we get closer, it looks like a HUGE oblong shape, and a nasty stench hits our noses. It smells like the worst place in Port Zoon, which is pretty bad. We get close enough to see an [[Beached Whale|enormous dead fish]]. Getting closer, it turns out the giant fish is a whale! And has been dead for a while it looks like. Daisy gets closer to investigate it up close. It doesn’t look petrified, but the wound is large enough for the creature that killed this whale to be bigger than it. That’s all I am able to ascertain from the wound. It was pointed out that there’s a valuable alchemical component in the whale’s stomach that is needed in making perfume, so we will try to extract as much as we can from it. Before we’re able to do that, we were nearly surprised by these creatures that were inside the whale carcass. Luckily, Daisy was able to warn everyone in time to back up and get ready. Roll initiative! We are able to slay all the creatures, one nearly killing Daisy in the process. We’re able to get the raisins for the perfume out of the whale’s stomach. Despite the nastiness of carving into this dead whale, we’re able to get 4 raisin pieces of Ambergris, the valuable item used to make perfume. Daisy tries to pick up a nearby crab to cook for dinner when we stop traveling. We’re going to camp out tonight and travel back the next day. We set up camp for the night, I cook the crab and have it before going to bed for the night. The next day we hike back to Proto. A couple people in our group notice to the south are bigger birds with larger bat like wings South/Southwest. There also seems to be space between the forest/woods and the mountains. The imp points out the islands are in a line heading further West. An ally found some berries on the route home. After hours, we finally arrive back at Proto, another successful expedition completed. ==== Report by Juliette de Guélis ==== We left [[Proto]] in the morning - a group made up of myself, Miss Daisy and three gentlemen: Mister Dante, Mister Ruben and Mister Zulfikar. We went west, taking the well-known path and then turned south, looking for the Shrine marked on the map. Fairly shortly we came across the river, a wide one, but nothing impossible to cross. We all made it without too much trouble using two ropes and a log of wood to cross, but the log might not be usable for much too long. After crossing the river we proceeded south until we reached the coast, rocky beaches, and the Shrine made up of a 20 feet tall, nicely decorated column, and of a female tiefling or demonic-looking figure. Her arms were broken of (definitely on purpose) and seemingly taken. Thanks to Mister Dante’s imp companion by the name of Jet (such an ugly-cute creature… reminded me of my mother’s pugs), we found out from a hedgehog ([[Peanut (animal)|Peanut]]) that people still give offerings at the Shrine. I placed a silver piece in the offering bowl and a curious feeling overcame me, as if I have done some good… We tried to replicate the effect but nothing happened. It may be that the Shrine may only be used occasionally? I shall investigate further in the future. Also, giant ants live in the area so we have to make sure not to disturb them too much. Jet scouted the area and noticed two points of interest in the direction of Proto and some distance further - a tall tower surrounded by ominously looking mist, and an abandoned shack. We continued south alongside the coast and crossed yet another river, before turning a bit eastward at Jet’s guidance. There, we found [[Eastern Beach Ruins|ruins of a house]]. Its architecture might be from the same time and culture as the Shrine. One of the walls holds a large mural of a safari! From what we could gather, the house belonged to some mage who organised or took part in multiple safaris, ones in particular focused on large lizard creatures. The house had moss growing all over it, and as we explored this moss slowly ate away at our memories and magic! Absolutely abhorrent. I wished to burn it, but my companions preferred to keep it in case it could be used as an alchemical ingredient. Oh well. We had to eat the moss to recover out memories. It was disgusting. We also found a tunnel leading downwards (100 feet), perhaps to a basement of this mage - one that surely holds some treasure or interesting items. I swam down to see what we could find, but instead encountered a large snake-like creature - a Swavain Basilisk! It seemed too powerful to defeat so we will come back to it later, and perhaps try to capture it instead. I shall make sure I am a part of the expedition so I can find whatever might be left in its current lair. About half a mile from the house we came across a beached whale - dead with wounds all over its side. Four alien looking creatures burst out of it attacking us. Thankfully Daisy warned us in time and we dealt with them without any issues and even managed to harvest some hooks. From the stomach of the whale, we harvested four chunks of ambergris! We should be able to sell it without an issue since it is a very expensive perfume ingredient. A scent not nearly as nice as iris and saffron, but to each their own. We have also discovered what looked like a part of a ship, but I did not recognise any of the markings or decorations. Jet spotted to the west of us a large empty space. Perhaps a lake or a desert of some kind. It didn’t seem too far. Additionally, to the south of us he spotted flying creatures. Bird looking, but not at all feathery. Zulfikar also found marks of creatures large enough to knock down trees while walking! We set up a camp nearby and made our way back the next day without any issues. 7423e69b4ec7112841d2b784b3964c9753b9a787 107 106 2023-04-01T11:36:44Z TimorSol 2 wikitext text/x-wiki Date: 19th of Fessuran, 845 PD ==== Report by Daisy: ==== Proto to first river The first 30 minutes of travel we leave the town Proto to the west to the Shrine and then we will head south from there to map out some of that area. The weather is nice today and has clear skies. After around 30 minutes I notice a tree marked with an X. These are markings from previous groups. One will lead West; one will lead North to the cemetery. We spend around 1 ½- 2 hours until we run into the crossroads. This is the spot the first expedition met Josh the snake. We will go South here. The forest is a classic broadleaf forest, no special animals, plants, or anything unusual for the area. We walk a couple hundred feet South and find the creek or river. There’s a chance if we go to the mouth of the river by the ocean it’ll be too wide to traverse. Should cross here where it is narrower. It’s about 50 feet wide here. To the west it’s a bit narrower, so we head that way. There is one potential crossing to the South rather than the West that Dante’s imp familiar spots. But that is a tree halfway fallen into the river with a 25-30 food span between it and the other side. It takes 10 minutes or so to get to the fallen tree after deciding as a group to go this direction to cross the river. Juliette and Zulfikar, the most trained in Survival decide to tie 2 ropes tied together on trees on either side of the river. I go to cross first, hanging off the rope and make it halfway across before nearly falling into the river. Dante’s familiar noticed and helped me get repositioned on the rope, and I finish crossing faster than I’ve crossed a river on a rope ever before. (The imp kind of burned my backside a bit and didn’t want that to happen again!) The rest of the group find their own ways to make it across the river. While waiting, I keep an eye out for danger on this side of the river. [[Coastal Shrine|The Shrine]] Everything seems clear and the whole group makes it safely to the other side, so we continue heading South now that we’re on the other side of the river. We hear and see after about 15 minutes of travel waves crashing on what sounds like a rocky beach, not sandy. We see the ocean and also some column nearby maybe 20 feet high. I walk forward to inspect it with another group member. We first see the column itself and notice it would be hard to walk on the coastline, as it’s hilly. We take a little detour through the forest to get closer. When we get closer, we notice there’s also a statue in front of the column. The statue is on a cliff in front of the ocean. I go in closer to see if I recognize the statue. The imp flies upwards and notices West ward from where we are large mountains in the distance. Somewhere towards where we came from in the distance there’s a LARGER tower, maybe hundreds of feet high. It’s surrounded my darkish fog. 3-5 miles away or farther from Proto. The imp also sees the floating rocks found by the first expedition. This is 90 degrees to the left of where we are looking at the tower, so West??? North or Southwest?? Lastly towards the direction where the tower is, not exactly but generally, there is a ruined building of sorts that the Imp also sees. The statue has demonic features on it, but we’re not sure who it is. The statue has a horn broken off, it’s a female figure, holding a bowl that’s badly broken. The markings on the column themself look ornamental, no runes or written language. I will ask is someone can mend the bowl of the statue. We mend the bowl on the statue while Dante goes and talks to a nearby animal like he usually does. He takes offerings to this statue. The hedgehog’s name is [[Peanut (animal)|Peanut]]. We ask if there are any large creatures that we need to keep an eye out for and he mentions big bugs. Peanut didn’t like the spider image created. Not a spider or worm. There are some beetles but they eat dead things. Creatures might live underground. Peanut also notices the crab as one of the large creatures. We thank him and continue on our expedition. The bowl is repaired on the statue and I leave some rations in the bowl for Peanut. I start fishing for some food while we’re waiting on rituals to complete. Another ally walks the perimeter keeping an eye out for danger. When Ruben finishes casting his Detect Magic ritual, he mentions this is a holy shrine with divine magic. We continue going south on the coastline. [[Eastern Beach Ruins|The Ruined Abode]] The trees become sparser over time so travel becomes a little quicker. Hugging the coastline as much as we can. After around an hour, we find another river opening to the sea that seems to come from directly west. About now, we’re rounding the bay. We all get across easier than the first river, like we’re getting the knack of these expeditions! I feel myself getting stronger as I snack on my rations for the day. Looking out on the left side, North/NE of us, we see the ground Proto is on, and we’re at the bend of the gulf. Along the coast southeast there’s another peninsula maybe a couple more miles away with sandy beaches and reeds. It’s also slightly warmer, not much but a little. We also start seeing more warmer climate trees. 2 hours to the SE from the second river we start approaching the peninsula. Getting closer we notice the shape on the beach are [[Eastern Beach Ruins|a ruin]]. The floor is covered in moss, and walls in pieces, I notice that the moss has a luminescent quality that still has a sense of grandeur. There are some pictures barely visible on the inside walls that remain. We send our imp familiar closer to get a better look at the ruin. They don’t spot anything dangerous, or moved earth. Not easy to burrow or dig in this area with a lot of rocks around. We conjure an image to see if anything will jump out at it and attack it, to which nothing happens. Daisy walks into the ruins as nothing has shown itself yet. All of a sudden, I don’t remember where I’m at and how I got here. On the north wall is a beautiful mural, though incomplete, still beautiful, and it depicts warriors, no faces are specific, they look like generic adventurers against a backdrop of a forest or jungle. It seems like they track something. It’s like a story. On the mural under a piece of moss there’s a depiction of a paw, that resembles a lizard paw, or reptilian creature. Under another is a massive lizard depicted snapping bones in its massive jaws. On the next part we see the same hunter’s or adventurer’s riding lizard like creatures chasing other large lizard creatures. Juliette and Dante mention a SAFARI. The person that lived here must have gone on several safaris in their time. The moss has small droplets on it, but no alchemical properties. We discover a tunnel deep under the ocean that Juliette swims down to see as best as she can after tying a rope around her waist. The longer I spent in the ruins, the more she’s confused about how she got here. She remembers she was supposed to go to the cemetery with some allies. But there’s no cemetery in sight, the only thing around is a group with some same people, but some different that weren’t originally going to come to the cemetery with us. She is visibly confused as the Imp hovers nearby. She just stares at the outside of the ruined abode. Not knowing she’s already somewhat searched the area; she searches the area a second time for alchemical components or the cemetery she thought she is supposed to be searching for. She unfortunately doesn’t find anything. She’s confused and waiting on the rest of the group to join her to go to the [[Old Cemetery|cemetery]] (she thinks). Zulfikar points out our memories are being tampered with somehow. Daisy suggests leaving the ruins. I step closer to the ruins and investigate [[Obliviax Moss|the moss]] and see these shimmering droplets of water, and inside the water droplet there’s an image of a small tavern and people drinking, the tavern in Proto. As soon as I see this, I collect as much as I can in a vial. High level spells can restore memory but also eating the moss could restore memories or spell slots. Daisy grabs some memory moss and eats it, recovering her memories, but also gets a bit poisoned in the process. Off the coast of the ruined home, there was a sort of Basilisk that nearly attacked our allies. We will come back when we’re more prepared to harvest and bring back parts of the creature. We take a short rest and after which we continue heading directly South sticking closely to the coastline. The Final Leg I keep an eye out for danger along the way, but we’re not bothered by any creatures for now. The terrain isn’t the easiest to navigate which slows us down slightly. After a couple hours we come across something LARGE on the beach ahead with an odd shape. It’s about a half a mile ahead of our current location. Once we get closer, it looks like a HUGE oblong shape, and a nasty stench hits our noses. It smells like the worst place in Port Zoon, which is pretty bad. We get close enough to see an [[Beached Whale|enormous dead fish]]. Getting closer, it turns out the giant fish is a whale! And has been dead for a while it looks like. Daisy gets closer to investigate it up close. It doesn’t look petrified, but the wound is large enough for the creature that killed this whale to be bigger than it. That’s all I am able to ascertain from the wound. It was pointed out that there’s a valuable alchemical component in the whale’s stomach that is needed in making perfume, so we will try to extract as much as we can from it. Before we’re able to do that, we were nearly surprised by these creatures that were inside the whale carcass. Luckily, Daisy was able to warn everyone in time to back up and get ready. Roll initiative! We are able to slay all the creatures, one nearly killing Daisy in the process. We’re able to get the raisins for the perfume out of the whale’s stomach. Despite the nastiness of carving into this dead whale, we’re able to get 4 raisin pieces of Ambergris, the valuable item used to make perfume. Daisy tries to pick up a nearby crab to cook for dinner when we stop traveling. We’re going to camp out tonight and travel back the next day. We set up camp for the night, I cook the crab and have it before going to bed for the night. The next day we hike back to Proto. A couple people in our group notice to the south are bigger birds with larger bat like wings South/Southwest. There also seems to be space between the forest/woods and the mountains. The imp points out the islands are in a line heading further West. An ally found some berries on the route home. After hours, we finally arrive back at Proto, another successful expedition completed. ==== Report by Juliette de Guélis ==== We left [[Proto]] in the morning - a group made up of myself, Miss Daisy and three gentlemen: Mister Dante, Mister Ruben and Mister Zulfikar. We went west, taking the well-known path and then turned south, looking for the Shrine marked on the map. Fairly shortly we came across the river, a wide one, but nothing impossible to cross. We all made it without too much trouble using two ropes and a log of wood to cross, but the log might not be usable for much too long. After crossing the river we proceeded south until we reached the coast, rocky beaches, and the Shrine made up of a 20 feet tall, nicely decorated column, and of a female tiefling or demonic-looking figure. Her arms were broken of (definitely on purpose) and seemingly taken. Thanks to Mister Dante’s imp companion by the name of Jet (such an ugly-cute creature… reminded me of my mother’s pugs), we found out from a hedgehog ([[Peanut (animal)|Peanut]]) that people still give offerings at the [[Coastal Shrine|Shrine]]. I placed a silver piece in the offering bowl and a curious feeling overcame me, as if I have done some good… We tried to replicate the effect but nothing happened. It may be that the Shrine may only be used occasionally? I shall investigate further in the future. Also, giant ants live in the area so we have to make sure not to disturb them too much. Jet scouted the area and noticed two points of interest in the direction of Proto and some distance further - a tall tower surrounded by ominously looking mist, and an abandoned shack. We continued south alongside the coast and crossed yet another river, before turning a bit eastward at Jet’s guidance. There, we found [[Eastern Beach Ruins|ruins of a house]]. Its architecture might be from the same time and culture as the Shrine. One of the walls holds a large mural of a safari! From what we could gather, the house belonged to some mage who organised or took part in multiple safaris, ones in particular focused on large lizard creatures. The house had moss growing all over it, and as we explored this moss slowly ate away at our memories and magic! Absolutely abhorrent. I wished to burn it, but my companions preferred to keep it in case it could be used as an alchemical ingredient. Oh well. We had to eat the moss to recover out memories. It was disgusting. We also found a tunnel leading downwards (100 feet), perhaps to a basement of this mage - one that surely holds some treasure or interesting items. I swam down to see what we could find, but instead encountered a large snake-like creature - a Swavain Basilisk! It seemed too powerful to defeat so we will come back to it later, and perhaps try to capture it instead. I shall make sure I am a part of the expedition so I can find whatever might be left in its current lair. About half a mile from the house we came across a [[Beached Whale|beached whale]]- dead with wounds all over its side. Four alien looking creatures burst out of it attacking us. Thankfully Daisy warned us in time and we dealt with them without any issues and even managed to harvest some hooks. From the stomach of the whale, we harvested four chunks of ambergris! We should be able to sell it without an issue since it is a very expensive perfume ingredient. A scent not nearly as nice as iris and saffron, but to each their own. We have also discovered what looked like a part of a ship, but I did not recognise any of the markings or decorations. Jet spotted to the west of us a large empty space. Perhaps a lake or a desert of some kind. It didn’t seem too far. Additionally, to the south of us he spotted flying creatures. Bird looking, but not at all feathery. Zulfikar also found marks of creatures large enough to knock down trees while walking! We set up a camp nearby and made our way back the next day without any issues. [[Category: Expedition Reports‏‎]] 7248cd0a65d8a6878de5b434ad26a4fafd2225e8 119 107 2023-04-01T16:09:25Z TimorSol 2 wikitext text/x-wiki Date: 19th of Fessuran, 845 PD ==== Report by Daisy: ==== Proto to first river The first 30 minutes of travel we leave the town Proto to the west to the Shrine and then we will head south from there to map out some of that area. The weather is nice today and has clear skies. After around 30 minutes I notice a tree marked with an X. These are markings from previous groups. One will lead West; one will lead North to the cemetery. We spend around 1 ½- 2 hours until we run into the crossroads. This is the spot the first expedition met Josh the snake. We will go South here. The forest is a classic broadleaf forest, no special animals, plants, or anything unusual for the area. We walk a couple hundred feet South and find the creek or river. There’s a chance if we go to the mouth of the river by the ocean it’ll be too wide to traverse. Should cross here where it is narrower. It’s about 50 feet wide here. To the west it’s a bit narrower, so we head that way. There is one potential crossing to the South rather than the West that Dante’s imp familiar spots. But that is a tree halfway fallen into the river with a 25-30 food span between it and the other side. It takes 10 minutes or so to get to the fallen tree after deciding as a group to go this direction to cross the river. Juliette and Zulfikar, the most trained in Survival decide to tie 2 ropes tied together on trees on either side of the river. I go to cross first, hanging off the rope and make it halfway across before nearly falling into the river. Dante’s familiar noticed and helped me get repositioned on the rope, and I finish crossing faster than I’ve crossed a river on a rope ever before. (The imp kind of burned my backside a bit and didn’t want that to happen again!) The rest of the group find their own ways to make it across the river. While waiting, I keep an eye out for danger on this side of the river. [[Coastal Shrine|The Shrine]] Everything seems clear and the whole group makes it safely to the other side, so we continue heading South now that we’re on the other side of the river. We hear and see after about 15 minutes of travel waves crashing on what sounds like a rocky beach, not sandy. We see the ocean and also some column nearby maybe 20 feet high. I walk forward to inspect it with another group member. We first see the column itself and notice it would be hard to walk on the coastline, as it’s hilly. We take a little detour through the forest to get closer. When we get closer, we notice there’s also a statue in front of the column. The statue is on a cliff in front of the ocean. I go in closer to see if I recognize the statue. The imp flies upwards and notices West ward from where we are large mountains in the distance. Somewhere towards where we came from in the distance there’s a LARGER tower, maybe hundreds of feet high. It’s surrounded my darkish fog. 3-5 miles away or farther from Proto. The imp also sees the floating rocks found by the first expedition. This is 90 degrees to the left of where we are looking at the tower, so West??? North or Southwest?? Lastly towards the direction where the tower is, not exactly but generally, there is a ruined building of sorts that the Imp also sees. The statue has demonic features on it, but we’re not sure who it is. The statue has a horn broken off, it’s a female figure, holding a bowl that’s badly broken. The markings on the column themself look ornamental, no runes or written language. I will ask is someone can mend the bowl of the statue. We mend the bowl on the statue while Dante goes and talks to a nearby animal like he usually does. He takes offerings to this statue. The hedgehog’s name is [[Peanut (animal)|Peanut]]. We ask if there are any large creatures that we need to keep an eye out for and he mentions big bugs. Peanut didn’t like the spider image created. Not a spider or worm. There are some beetles but they eat dead things. Creatures might live underground. Peanut also notices the crab as one of the large creatures. We thank him and continue on our expedition. The bowl is repaired on the statue and I leave some rations in the bowl for Peanut. I start fishing for some food while we’re waiting on rituals to complete. Another ally walks the perimeter keeping an eye out for danger. When Ruben finishes casting his Detect Magic ritual, he mentions this is a holy shrine with divine magic. We continue going south on the coastline. [[Eastern Beach Ruins|The Ruined Abode]] The trees become sparser over time so travel becomes a little quicker. Hugging the coastline as much as we can. After around an hour, we find another river opening to the sea that seems to come from directly west. About now, we’re rounding the bay. We all get across easier than the first river, like we’re getting the knack of these expeditions! I feel myself getting stronger as I snack on my rations for the day. Looking out on the left side, North/NE of us, we see the ground Proto is on, and we’re at the bend of the gulf. Along the coast southeast there’s another peninsula maybe a couple more miles away with sandy beaches and reeds. It’s also slightly warmer, not much but a little. We also start seeing more warmer climate trees. 2 hours to the SE from the second river we start approaching the peninsula. Getting closer we notice the shape on the beach are [[Eastern Beach Ruins|a ruin]]. The floor is covered in moss, and walls in pieces, I notice that the moss has a luminescent quality that still has a sense of grandeur. There are some pictures barely visible on the inside walls that remain. We send our imp familiar closer to get a better look at the ruin. They don’t spot anything dangerous, or moved earth. Not easy to burrow or dig in this area with a lot of rocks around. We conjure an image to see if anything will jump out at it and attack it, to which nothing happens. Daisy walks into the ruins as nothing has shown itself yet. All of a sudden, I don’t remember where I’m at and how I got here. On the north wall is a beautiful mural, though incomplete, still beautiful, and it depicts warriors, no faces are specific, they look like generic adventurers against a backdrop of a forest or jungle. It seems like they track something. It’s like a story. On the mural under a piece of moss there’s a depiction of a paw, that resembles a lizard paw, or reptilian creature. Under another is a massive lizard depicted snapping bones in its massive jaws. On the next part we see the same hunter’s or adventurer’s riding lizard like creatures chasing other large lizard creatures. Juliette and Dante mention a SAFARI. The person that lived here must have gone on several safaris in their time. The moss has small droplets on it, but no alchemical properties. We discover a tunnel deep under the ocean that Juliette swims down to see as best as she can after tying a rope around her waist. The longer I spent in the ruins, the more she’s confused about how she got here. She remembers she was supposed to go to the cemetery with some allies. But there’s no cemetery in sight, the only thing around is a group with some same people, but some different that weren’t originally going to come to the cemetery with us. She is visibly confused as the Imp hovers nearby. She just stares at the outside of the ruined abode. Not knowing she’s already somewhat searched the area; she searches the area a second time for alchemical components or the cemetery she thought she is supposed to be searching for. She unfortunately doesn’t find anything. She’s confused and waiting on the rest of the group to join her to go to the [[Old Cemetery|cemetery]] (she thinks). Zulfikar points out our memories are being tampered with somehow. Daisy suggests leaving the ruins. I step closer to the ruins and investigate [[Obliviax Moss|the moss]] and see these shimmering droplets of water, and inside the water droplet there’s an image of a small tavern and people drinking, the tavern in Proto. As soon as I see this, I collect as much as I can in a vial. High level spells can restore memory but also eating the moss could restore memories or spell slots. Daisy grabs some memory moss and eats it, recovering her memories, but also gets a bit poisoned in the process. Off the coast of the ruined home, there was a sort of Basilisk that nearly attacked our allies. We will come back when we’re more prepared to harvest and bring back parts of the creature. We take a short rest and after which we continue heading directly South sticking closely to the coastline. The Final Leg I keep an eye out for danger along the way, but we’re not bothered by any creatures for now. The terrain isn’t the easiest to navigate which slows us down slightly. After a couple hours we come across something LARGE on the beach ahead with an odd shape. It’s about a half a mile ahead of our current location. Once we get closer, it looks like a HUGE oblong shape, and a nasty stench hits our noses. It smells like the worst place in Port Zoon, which is pretty bad. We get close enough to see an [[Beached Whale|enormous dead fish]]. Getting closer, it turns out the giant fish is a whale! And has been dead for a while it looks like. Daisy gets closer to investigate it up close. It doesn’t look petrified, but the wound is large enough for the creature that killed this whale to be bigger than it. That’s all I am able to ascertain from the wound. It was pointed out that there’s a valuable alchemical component in the whale’s stomach that is needed in making perfume, so we will try to extract as much as we can from it. Before we’re able to do that, we were nearly surprised by these creatures that were inside the whale carcass. Luckily, Daisy was able to warn everyone in time to back up and get ready. Roll initiative! We are able to slay all the creatures, one nearly killing Daisy in the process. We’re able to get the raisins for the perfume out of the whale’s stomach. Despite the nastiness of carving into this dead whale, we’re able to get 4 raisin pieces of Ambergris, the valuable item used to make perfume. Daisy tries to pick up a nearby crab to cook for dinner when we stop traveling. We’re going to camp out tonight and travel back the next day. We set up camp for the night, I cook the crab and have it before going to bed for the night. The next day we hike back to Proto. A couple people in our group notice to the south are bigger birds with larger bat like wings South/Southwest. There also seems to be space between the forest/woods and the mountains. The imp points out the islands are in a line heading further West. An ally found some berries on the route home. After hours, we finally arrive back at Proto, another successful expedition completed. ==== Report by Juliette de Guélis ==== We left [[Proto]] in the morning - a group made up of myself, Miss Daisy and three gentlemen: Mister Dante, Mister Ruben and Mister Zulfikar. We went west, taking the well-known path and then turned south, looking for the Shrine marked on the map. Fairly shortly we came across the river, a wide one, but nothing impossible to cross. We all made it without too much trouble using two ropes and a log of wood to cross, but the log might not be usable for much too long. After crossing the river we proceeded south until we reached the coast, rocky beaches, and the Shrine made up of a 20 feet tall, nicely decorated column, and of a female tiefling or demonic-looking figure. Her arms were broken of (definitely on purpose) and seemingly taken. Thanks to Mister Dante’s imp companion by the name of Jet (such an ugly-cute creature… reminded me of my mother’s pugs), we found out from a hedgehog ([[Peanut (animal)|Peanut]]) that people still give offerings at the [[Coastal Shrine|Shrine]]. I placed a silver piece in the offering bowl and a curious feeling overcame me, as if I have done some good… We tried to replicate the effect but nothing happened. It may be that the Shrine may only be used occasionally? I shall investigate further in the future. Also, giant ants live in the area so we have to make sure not to disturb them too much. Jet scouted the area and noticed two points of interest in the direction of Proto and some distance further - a tall tower surrounded by ominously looking mist, and an abandoned shack. We continued south alongside the coast and crossed yet another river, before turning a bit eastward at Jet’s guidance. There, we found [[Eastern Beach Ruins|ruins of a house]]. Its architecture might be from the same time and culture as the Shrine. One of the walls holds a large mural of a safari! From what we could gather, the house belonged to some mage who organised or took part in multiple safaris, ones in particular focused on large lizard creatures. The house had moss growing all over it, and as we explored this moss slowly ate away at our memories and magic! Absolutely abhorrent. I wished to burn it, but my companions preferred to keep it in case it could be used as an alchemical ingredient. Oh well. We had to eat the moss to recover out memories. It was disgusting. We also found a tunnel leading downwards (100 feet), perhaps to a basement of this mage - one that surely holds some treasure or interesting items. I swam down to see what we could find, but instead encountered a large snake-like creature - a Swavain Basilisk! It seemed too powerful to defeat so we will come back to it later, and perhaps try to capture it instead. I shall make sure I am a part of the expedition so I can find whatever might be left in its current lair. About half a mile from the house we came across a [[Beached Whale|beached whale]]- dead with wounds all over its side. Four alien looking creatures burst out of it attacking us. Thankfully Daisy warned us in time and we dealt with them without any issues and even managed to harvest some hooks. From the stomach of the whale, we harvested four chunks of ambergris! We should be able to sell it without an issue since it is a very expensive perfume ingredient. A scent not nearly as nice as iris and saffron, but to each their own. We have also discovered what looked like a part of a ship, but I did not recognise any of the markings or decorations. Jet spotted to the west of us a large empty space. Perhaps a lake or a [[The Desert|desert]] of some kind. It didn’t seem too far. Additionally, to the south of us he spotted flying creatures. Bird looking, but not at all feathery. Zulfikar also found marks of creatures large enough to knock down trees while walking! We set up a camp nearby and made our way back the next day without any issues. [[Category: Expedition Reports‏‎]] 9261e024e73e285a31ce1b817ff87fea4bd13246 Peanut (animal) 0 50 108 2023-04-01T11:40:43Z TimorSol 2 Created page with "Peanut or Peanuts is a hedgehog that lives inside a hollowed out log near the [[Coastal Shrine]]. He occupies his time with observing people going in and out and eats offerings that some people bring to the statue. [[Category: NPC Animals]]" wikitext text/x-wiki Peanut or Peanuts is a hedgehog that lives inside a hollowed out log near the [[Coastal Shrine]]. He occupies his time with observing people going in and out and eats offerings that some people bring to the statue. [[Category: NPC Animals]] 19b040e2da0bb2e5cf26c408a9636f730cf03a38 Eastern Beach Ruins 0 51 109 2023-04-01T11:45:28Z TimorSol 2 Created page with "The stone walls of the ruin are weathered and worn, bearing the marks of time and the elements. The floor is covered in a thick layer of moss, adding to the air of abandonment and neglect. [[Obliviax Moss|The moss]] itself has a strange, luminescent quality, hinting at the magical energies that once flowed through the building. Despite being abandoned for hundreds of years, the beach house still retains a sense of grandeur. The exposed stone columns that still stand are..." wikitext text/x-wiki The stone walls of the ruin are weathered and worn, bearing the marks of time and the elements. The floor is covered in a thick layer of moss, adding to the air of abandonment and neglect. [[Obliviax Moss|The moss]] itself has a strange, luminescent quality, hinting at the magical energies that once flowed through the building. Despite being abandoned for hundreds of years, the beach house still retains a sense of grandeur. The exposed stone columns that still stand are ornately carved with scenes of mythical creatures and spells, and the walls are covered in intricate frescoes that depict some long forgotten battles. A mural covers a large portion of the wall, and depicts a group of adventurers on a safari through a dense jungle. The center of the mural shows a group of hunters, dressed in leather armor and wielding swords and bows, as they track a herd of huge lizards through the underbrush. The lizards are depicted in great detail, with scales, fangs, and razor-sharp claws. Some of the lizards are massive, towering over the hunters and snapping their jaws in warning, while others are smaller and more nimble, darting through the trees. The hunters in the mural are depicted as fearless and determined, with expressions of awe and wonder on their faces as they encounter the lizards. In the background, there are scenes of the lizards hunting and fighting amongst themselves, displaying their strength and ferocity. [[Category: Locations]] 3348030099224b72d9a667391d80b88af09e8238 111 109 2023-04-01T11:49:44Z TimorSol 2 wikitext text/x-wiki The stone walls of the ruin are weathered and worn, bearing the marks of time and the elements. The floor is covered in a thick layer of moss, adding to the air of abandonment and neglect. [[Obliviax Moss|The moss]] itself has a strange, luminescent quality, hinting at the magical energies that once flowed through the building. Despite being abandoned for hundreds of years, the beach house still retains a sense of grandeur. The exposed stone columns that still stand are ornately carved with scenes of mythical creatures and spells, and the walls are covered in intricate frescoes that depict some long forgotten battles. A mural covers a large portion of the wall, and depicts a group of adventurers on a safari through a dense jungle. The center of the mural shows a group of hunters, dressed in leather armor and wielding swords and bows, as they track a herd of huge lizards through the underbrush. The lizards are depicted in great detail, with scales, fangs, and razor-sharp claws. Some of the lizards are massive, towering over the hunters and snapping their jaws in warning, while others are smaller and more nimble, darting through the trees. The hunters in the mural are depicted as fearless and determined, with expressions of awe and wonder on their faces as they encounter the lizards. In the background, there are scenes of the lizards hunting and fighting amongst themselves, displaying their strength and ferocity. Half of the building is now in water, as the building clearly collapsed into the ocean. In this collapsed part a tunnel has been spotted - sadly it's inhabited by a water-basilisk of sorts. [[Category: Locations]] 20365ec5ce31f1847060d8b233a1b1ecc4cccec9 Beached Whale 0 52 110 2023-04-01T11:48:31Z TimorSol 2 Created page with "The Beached Whale was left to rot somewhere south of the [[Eastern Beach Ruins]]. The cadaver exuded an awful smell and had marks of being bitten by some gargantuan creature before it was beached. On inspection, the body held a couple of strange monsters, akin to outer realms insects, that attacked the party with ferocity." wikitext text/x-wiki The Beached Whale was left to rot somewhere south of the [[Eastern Beach Ruins]]. The cadaver exuded an awful smell and had marks of being bitten by some gargantuan creature before it was beached. On inspection, the body held a couple of strange monsters, akin to outer realms insects, that attacked the party with ferocity. d34b283334c60101a6c782fb80d8da75d59b687f The Golem 0 20 112 61 2023-04-01T15:03:46Z TimorSol 2 wikitext text/x-wiki A 11-foot iron golem kneeling in a river. The golem is heavily rusted, and it seems that it has not moved in quite some time.<br> Despite its immobility, the golem is still an imposing sight. Its metal body is adorned with intricate engravings and symbols, and its eyes seem to faintly glow with an barely visible light. On occasion, the golem does seem to slowly move and turn its head towards the characters, as if trying to listen to their words. But despite its efforts, it is unable to move any further. It is unable to speak and communicate with others. <br><br> The golem's hands are two hammers, and the intricate carvings on its body are elaborate instructions as to how one could rebuild the city of Proto. The Golem also has a gaping hole in it's head, where some sort of power-core was once present. It is assumed that the power core has been taken by the [[Harpy Queen]]. Adventurers noted, that the river source is the [[Fey Lake]]. [[File:River Golem.jpg|thumb|River Golem]] [[Category: Locations]] 6f951197bf4e428525fa770d3ad8b73795f57bf6 Main Page 0 1 113 100 2023-04-01T15:47:30Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[Category:Expedition Reports|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 51a87cbc2d001b0977fcf20ba88ac8e2fdd19cbf 114 113 2023-04-01T15:48:13Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[Category:Expedition Reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 67b68b0b44d9dfaf2757a8bb789dd2c4f9ea61af 115 114 2023-04-01T15:49:02Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[Expedition Reports‏‎]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 58a769599d3a37e6595cfc2ca90a9bb923dd638c 116 115 2023-04-01T15:49:21Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[Category:Expedition Reports‏‎]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 637128a2c957cb365446371800b0cf33aec92b7b 117 116 2023-04-01T15:50:38Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. e349394ca467a3c0fcc2347525a4017fabd18e60 118 117 2023-04-01T15:50:55Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. 0a17b595acfd477712fc1764bf587e85bf5178a9 The Desert 0 53 120 2023-04-01T16:11:34Z TimorSol 2 Created page with "Supposedly set south from the [[Mountain Range|mountain range]], a desert seems to be situated at the feet of the mountains." wikitext text/x-wiki Supposedly set south from the [[Mountain Range|mountain range]], a desert seems to be situated at the feet of the mountains. 28ce0db3aa10d572b30c240b64a708c0f3690167 122 120 2023-04-01T16:12:44Z TimorSol 2 wikitext text/x-wiki Supposedly set south from the [[Mountain Range|mountain range]], a desert seems to be situated at the feet of the mountains. [[Category: Locations]] e491d5c2099c189ef9dad5b56375b7ad0498efd3 Mountain Range 0 54 121 2023-04-01T16:12:32Z TimorSol 2 Created page with "Various expeditions have confirmed that there's a mountain range or a singular massive mountain situated in the middle of the island, nearly straight west from [[Proto]]. [[Category: Locations]]" wikitext text/x-wiki Various expeditions have confirmed that there's a mountain range or a singular massive mountain situated in the middle of the island, nearly straight west from [[Proto]]. [[Category: Locations]] 363bb9597a54fc7f8e7f49d6403eeceada5a5a71 Hidden Shipwreck 0 55 123 2023-04-01T16:17:42Z TimorSol 2 Created page with "On a rocky beach, an old ship lied shattered and wrecked, its broken masts and torn sails making it barely recognizable as a vessel. The ship itself capsized, with most of the hull invisible under the water. Despite its apparent emptiness, a presence could be sensed aboard the ship. Upon approaching the ship, a group of animated skeletons emerged and attacked with rusted cutlasses and other weapons, seemingly resurrected by a dark power to guard the ship's remains and..." wikitext text/x-wiki On a rocky beach, an old ship lied shattered and wrecked, its broken masts and torn sails making it barely recognizable as a vessel. The ship itself capsized, with most of the hull invisible under the water. Despite its apparent emptiness, a presence could be sensed aboard the ship. Upon approaching the ship, a group of animated skeletons emerged and attacked with rusted cutlasses and other weapons, seemingly resurrected by a dark power to guard the ship's remains and prevent entry. Another part of the enemies were found underwater, in the main hull, where some additional loot has been found. The shipwreck is seemingly cleared of all malevolent spirits. a36cd4592a44066cf911a30d421692d724dd2c2c 128 123 2023-04-01T16:22:45Z TimorSol 2 wikitext text/x-wiki On a rocky beach, an old ship lied shattered and wrecked, its broken masts and torn sails making it barely recognizable as a vessel. The ship itself capsized, with most of the hull invisible under the water. Despite its apparent emptiness, a presence could be sensed aboard the ship. Upon approaching the ship, a group of animated skeletons emerged and attacked with rusted cutlasses and other weapons, seemingly resurrected by a dark power to guard the ship's remains and prevent entry. Another part of the enemies were found underwater, in the main hull, where some additional loot has been found. The shipwreck is seemingly cleared of all malevolent spirits. The shipwreck was found by an expedition thanks to the help of [[Yoraline]]. 27b6c9b6277b38854b5af8923caf7bad8c603f8f Expedition Report 4 0 56 124 2023-04-01T16:19:08Z TimorSol 2 Created page with "==== Report by Rorin: ==== Our journey set out from [[Proto]], on a clear morning, with intent to return to the [[Hidden Shipwreck|shipwreck]] we happened upon by direction of the Harpy known as [[Yoraline]]. Heading northwest, with Jet as our eyes in the sky, we were able to return to the floating rocks in the sky, southeast of the shipwreck, after 4 hours of travel. we were able to obtain a sample of flora from the top of one [[Floating Rocks|floating rock]], and a co..." wikitext text/x-wiki ==== Report by Rorin: ==== Our journey set out from [[Proto]], on a clear morning, with intent to return to the [[Hidden Shipwreck|shipwreck]] we happened upon by direction of the Harpy known as [[Yoraline]]. Heading northwest, with Jet as our eyes in the sky, we were able to return to the floating rocks in the sky, southeast of the shipwreck, after 4 hours of travel. we were able to obtain a sample of flora from the top of one [[Floating Rocks|floating rock]], and a core sample of the stone from below. A marker was placed at the south-eastern most edge to denote where not to stand below, if the gravitational forces are no longer in effect. The following leg of our journey took us 3 hours, trudging through uphill/difficult terrain. we happened upon an area that was home to a LARGE predator, with claw marks left on a tree, nearly 7.5 feet up the trunk. with our Impish companion as our eyes above, we were able to see that there is another small collection of buildings to our east, along the north bank/coast, accompanied by a tower further east. roughly 6-7 miles east, from that location. uncertain if it was being used as dwellings for now, as it was too far afield. we decided to head west, to our original goal. 30 minutes of travel from that point, west, we were able to find and arrive at the shipwreck. it was not abandoned as we had suspected, but now felt a very malevolent presence, with the presence of many undead as well. an undead (skeletal) owlbear and 4 skeletons guarded the cliff face. we quickly dispatched them with the clever use of Ruben's levitate spell on the owlbear, and the imp hurling dad jokes and witty puns at the skeletons. with the enemies felled on the coast, the presence was still looming. we were able to determine that there was another entity with Jet(Imp) scouting below, in the capsized ship and being attacked by a creature we later found out was an assassin skeleton covered in barnacles. The imp was returned to us at the cliff edge. the information was relayed about the other presences still below. Rorin set up a rope on the west edge of the ship, heading down the cliff, into the water, and allow for entrance into the wreckage. Rorin then went below to explore what can be explored below. shortly after diving about 20 feet, he happened to see 4 greatly mutilated and undead sharks. he quickly made it back to the rope, and up the cliff a bit, before the sharks tried to bite at him. the rest of the party was made aware of the problem, and made a plan for response. which didn't go well, due to the water problem. DWARVES DONT SWIM, WE SINK!!! If any other ventures were to take place in the water, I would need to find a better method of movement. and a better weapon. I think i will need to buy a trident for specifically using in the water. despite the unfortunate circumstance of fighting in water, we were able to fend off the sharks, and dispatch them, with aid by our wonderful cleric, Thurrim. He has been quite an asset with his divine power, providing light in the dark, and an invigorating aura. while below, we find the location of the skeletal entity that tried to kill Jet, and happened upon many more. 2 other undead, along with the assassin covered in barnacles, and a necromantic entity that sapped my strength. these creatures did not fall easily though. some seemed to have come back from blows that would have dismembered them, or removed them from play entirely. with clever use of spell and blade, we dispatched them, nonetheless. we were able to find quite a store of odd goods, and items. We found Boots of striding and springing, a ring of protection, and a ship's figurehead, or some such, that was well endowed indeed. if one were curious, ask. not for all to know. the figure was returned via Dante's wonderful vessel. [[Category: Expedition Reports]] fec23c8deffbf9a7611cbd3e9bc43c860e66acdc 129 124 2023-04-01T16:29:44Z TimorSol 2 wikitext text/x-wiki ==== Report by Rorin: ==== Our journey set out from [[Proto]], on a clear morning, with intent to return to the [[Hidden Shipwreck|shipwreck]] we happened upon by direction of the Harpy known as [[Yoraline]]. Heading northwest, with Jet as our eyes in the sky, we were able to return to the floating rocks in the sky, southeast of the shipwreck, after 4 hours of travel. we were able to obtain a sample of flora from the top of one [[Floating Rocks|floating rock]], and a core sample of the stone from below. A marker was placed at the south-eastern most edge to denote where not to stand below, if the gravitational forces are no longer in effect. The following leg of our journey took us 3 hours, trudging through uphill/difficult terrain. we happened upon an area that was home to a LARGE predator, with claw marks left on a tree, nearly 7.5 feet up the trunk. with our Impish companion as our eyes above, we were able to see that there is another small collection of buildings to our east, along the north bank/coast, accompanied by a tower further east. roughly 6-7 miles east, from that location. uncertain if it was being used as dwellings for now, as it was too far afield. we decided to head west, to our original goal. 30 minutes of travel from that point, west, we were able to find and arrive at the shipwreck. it was not abandoned as we had suspected, but now felt a very malevolent presence, with the presence of many undead as well. an undead (skeletal) owlbear and 4 skeletons guarded the cliff face. we quickly dispatched them with the clever use of Ruben's levitate spell on the owlbear, and the imp hurling dad jokes and witty puns at the skeletons. with the enemies felled on the coast, the presence was still looming. we were able to determine that there was another entity with Jet(Imp) scouting below, in the capsized ship and being attacked by a creature we later found out was an assassin skeleton covered in barnacles. The imp was returned to us at the cliff edge. the information was relayed about the other presences still below. Rorin set up a rope on the west edge of the ship, heading down the cliff, into the water, and allow for entrance into the wreckage. Rorin then went below to explore what can be explored below. shortly after diving about 20 feet, he happened to see 4 greatly mutilated and undead sharks. he quickly made it back to the rope, and up the cliff a bit, before the sharks tried to bite at him. the rest of the party was made aware of the problem, and made a plan for response. which didn't go well, due to the water problem. DWARVES DONT SWIM, WE SINK!!! If any other ventures were to take place in the water, I would need to find a better method of movement. and a better weapon. I think i will need to buy a trident for specifically using in the water. despite the unfortunate circumstance of fighting in water, we were able to fend off the sharks, and dispatch them, with aid by our wonderful cleric, Thurrim. He has been quite an asset with his divine power, providing light in the dark, and an invigorating aura. while below, we find the location of the skeletal entity that tried to kill Jet, and happened upon many more. 2 other undead, along with the assassin covered in barnacles, and a necromantic entity that sapped my strength. these creatures did not fall easily though. some seemed to have come back from blows that would have dismembered them, or removed them from play entirely. with clever use of spell and blade, we dispatched them, nonetheless. we were able to find quite a store of odd goods, and items. We found Boots of striding and springing, a ring of protection, and a ship's figurehead, or some such, that was well endowed indeed. if one were curious, ask. not for all to know. the figure was returned via Dante's wonderful vessel. [[Category: Expedition Reports]] 1e97717d07858ce2e28c0164f61fa3e94cf78ef3 Floating Rocks 0 39 125 86 2023-04-01T16:19:37Z TimorSol 2 wikitext text/x-wiki Floating rocks, from pebbles to boulders big enough to hold a substantial building, hang in the air from a 200 ft to hundreds yards above the ground. The rocks float above a space where two rivers converge to form a broader stream, though the water is rather shallow and safe here. Below the rocks one can see overgrown craters, matching the spaces from which the rocks would be raised. Some are definitely big enough to build on. When something unbalances the the rock it can be toppled upside down. Most rocks are simply covered in plants. Examining the rocks seems to prove that they have a precise point of balance, and they can be reoriented. The mid-level rocks are also known to be nests of some kind of [[Bat-like creatures|bat-like creatures]] that hunt their pray in packs. [[File:2909-Rocks float Cin.jpg|thumb|Floating rocks]] [[Category: Locations]] d027bdafa91a36bea324898ba366d1476227b128 Bat-like creatures 0 57 126 2023-04-01T16:21:19Z TimorSol 2 Created page with "These creatures were heard or have been seen on two occasions, though nobody examined them up close. It is known they nest in the [[Floating Rocks]] and probably prey in [[The Open Fields|the open fields]], west-north of [[Proto]]. [[Category: Monsters]]" wikitext text/x-wiki These creatures were heard or have been seen on two occasions, though nobody examined them up close. It is known they nest in the [[Floating Rocks]] and probably prey in [[The Open Fields|the open fields]], west-north of [[Proto]]. [[Category: Monsters]] 84d9742d4be646463feb2d070fad668459f94d95 Category:Monsters 14 58 127 2023-04-01T16:22:06Z TimorSol 2 Created page with "Some creatures are recurrent adversaries, while other are unique. The category gathers basic in-game knowledge about them." wikitext text/x-wiki Some creatures are recurrent adversaries, while other are unique. The category gathers basic in-game knowledge about them. 24d4e932f2d9c65eb7cc64ef87f1426981898ae5 Stingislauc (animal) 0 59 130 2023-04-01T16:34:36Z TimorSol 2 Created page with "A turtle spending his time in the [[Fey Lake]]. He especially enjoys piggyback swims. [[Category: NPC Animals]]" wikitext text/x-wiki A turtle spending his time in the [[Fey Lake]]. He especially enjoys piggyback swims. [[Category: NPC Animals]] f7d4d7192466a1378c376ffa1dedd977a55624ac Expedition Report 5 0 60 131 2023-04-01T16:43:13Z TimorSol 2 Created page with "Date: 21th of Fessuran, 845 PD ==== Report by Marly ==== To the [[The Foresters Camp|Forester Camp]] Party: Dante and his Imp familiar Jet, Thurrim our navigator, Makoto, Juliette and yours truly - Marly. Going West - 1h30 - regular terrain We set off from [[Proto]] with our sights on the forester's camp about a day away - rumors have it weird things have been happening to the workers there. [[Fey Lake|The Lake]] We are quickly diverted on our way as we come upon a..." wikitext text/x-wiki Date: 21th of Fessuran, 845 PD ==== Report by Marly ==== To the [[The Foresters Camp|Forester Camp]] Party: Dante and his Imp familiar Jet, Thurrim our navigator, Makoto, Juliette and yours truly - Marly. Going West - 1h30 - regular terrain We set off from [[Proto]] with our sights on the forester's camp about a day away - rumors have it weird things have been happening to the workers there. [[Fey Lake|The Lake]] We are quickly diverted on our way as we come upon a lake or pond that was mentioned by a frog in a previous expedition. The animals have a ritual of throwing silver pieces and other shiny offerings in its waters. The lake is rather small and is surrounded by a magical mist that doesn't move with the breeze. A willow tree sits in the center, looking peculiarly like a person. Behind the tree is a cliff face, 20ft tall, which is constantly dripping water into the body of water - seems to be the water's source. On the banks, animals are mingling regardless of whether they’re predator or prey. Coyotes, cats, mice and crabs all cohabitate in harmony. The animals remain chill as Dante approaches them and greets them. The water’s fine. I wade around a little bit and meet a turtle friend. The turtle is thoroughly unafraid, waving its leg to say hi and swimming round. Dante communicates with the turtle - his name is [[Stingislauc (animal)|Stingislauc]]. Apparently turtle names indicate how old they are - Stingislauc is confused as to why Dante only has one name. No one will be able to tell how old he is because of that. Stingislauc tells us the Guardian Tree makes sure the lake is neutral territory for all animals. The only rule is they can’t fuck in the lake. Nothing comes for free… A detect magic spell reveals, as I swim across the lake, that the whole place is absolutely lousy with transmutation magic, the water especially. Many shinies sit at the bottom of the lake: the animal’s offerings. Better not mess with that though - you never know with local superstitions. Especially when they involve a super magical lake. As I continue on, swimming to the tree, each stroke gets easier and easier. Sitting on a rock close to the surface, near the tree, I realise I’ve been getting a little help. My feet are lengthening?? Longer, more flexible toes. Muscular ankles. Beaver-like. Weird, but I won’t pass up the bonus muscles. Maybe I can finally skip leg day. The rest of the team has gone on foot around the lake like a bunch of landlubbers, with a goal of examining the rock face behind the tree. Juliette decides she needs a rock sample from the mysteriously dripping cliff and, after multiple failed attempts to cut the rock with her dagger, the others help her design a very smart (?) system: to lodge the sword in the rock and whack it with a warhammer. This goes about as well as you would expect, and the poor noble lady gets her hands whacked in the process. She loses her grip on the rock and, instead of plummeting into the water, she ends up standing perpendicular on the wall?? Like she has sticky feet or something. Her obvious lie that her family is just into rock climbing fools nobody! She is weird. Jet the imp goes invisibly into the lake's waters and spots a gold lockpick, which he attempts to bring to the surface, but is held back by a watery hand and a voice in his head that says: ''Leave it be, little friend. The river may change its course when it wills.'' Booty like that sitting unattended at the bottom of a lake - too good to be true 🙁 The hand lets go when Jet releases the lockpick. Undeterred, Jet goes back to grab it again, this time offering to trade it for a gold coin, but the hand of water reappears and holds him in its grasp more firmly. When Dante calls Jet to his pocket dimension, the hand, instead of dissolving, swells into a big wave that washes over the tree. In its wake, it leaves a watery looking elf dude sitting on the tree. His cape is made of flowing water and his eyes are molten blue - you get the idea. Juliette greets the elven man in her nobly way. He seems somewhat confused, asking questions such as: “What year is it? Pre or post-divergence?” “Which [[Vaults|vault]] did you take?” (I’ve learned since that the vaults are used by powerful people to keep magical artefacts and powerful knowledge away from other people. Typical.) He also seems confused when none of us seem to recognize him. It turns out he’s some fey lord - I didn’t catch any of his fancypants names (you’d have to ask Juliette) so let’s just call him His Wetness. He watches over the lake and does all the magic here. “Are you sure you’re supposed to be here? Where are the automatons from last time I spoke to one of you?” -> someone mentioned a golem sitting in a river in a previous expedition. Maybe he means that. To Makoto: “Don’t you know it’s not safe here? This whole plane.” “I can see who you are: you’re supposed to be in the fey wilds, back home. What are you doing here?” Makoto then changes into his changeling form, revealing his fey origins, but says he cannot go back and is not sure where the portal he came through is. The Fey Lord offers to write him a letter of recommendation to go back to the fey wild if that’s what’s holding him back. “I think I've been asleep for a little while. Are the old deals still on? I would hate to interfere with things I'm not supposed to interfere with. If your lord or lady wants me to retreat from my task of keeping this lake and water source clear, I can take a break.” -> this dude provides clean water for Proto in exchange for a small fee from the local fauna. Best not mess with him. Juliette tries to get him to spill a vault location. He says you can establish a vault wherever you please, and he is not inclined to give us any further information on the whole process or what existing vaults may be on the island already. As he puts it: “I am vibing in this lake for a very long time. I do not take little trips or chitchats.” Doesn't care about anywhere else but his lake. He gets kinda miffed at our repeated questions and banishes us from talking to him. Says I, Marly, am welcome to stay, on account of my ancestors. I almost take him up on his offer, like a dumbass - hello, he’s fey! He means stay forever. No thanks. On the road Going West - 30 minutes Dante hears the sound of bells - same as the previous time. He sends Jet there to investigate. A perfect circle of trees of different colours. The sound is coming from them. [[River Arch|The Arch]] Going South - 1 hour We come upon a river. The road is easy going, clear from the trees. Past the river, going west for 30 minutes: a massive stone construction sits astride the river. An arch, 30ft tall, run down but standing tall and proud against the ravages of time. Decorative carvings. The arch is obviously ancient, carrying a long, unknown (to us) story. It looks like a door or gate maybe used to stand there. Looking at the state of the rocks around the river bed: the river seems to have been wider at one point - perhaps seasonally? Juliette climbs the arch with her weird spidery ways. At the top, the stone is kinda mushy - moss? A confused pigeon looks at her. She’s walking in pigeon shit. No writing or anything of note, but she can see the bells from there. On the road Going South - 1 hour - regular terrain We come upon another river. Going across the river - 1 hour - regular terrain We come upon a forest grove. [[Ring of Mushrooms|Ring of mushrooms]] in the middle of a small thicket of trees. Makoto sneakily zooms to the mushroom ring. They shimmer ominously, pulsing with otherworldly magic. Weird sensation that the mushrooms are looking at you? Dozens of intriguing whispers. Continuing? I lost track of where we were going here. I think we got a little lost, but don’t tell Thurrim I said that. Jet gets up to a vantage point and sees giant leathery birds in the sky due South, with exotic trees. Going West - 30 minutes - towards mountains The river source: mushy ground. [[Stone Path|Flat rocks]] paving a way across. The rocks are spaced far enough that we need to jump to go from one to the other - not sized for our footsteps. The rocks are going in the same direction we are going. We follow the stepping stones. Covered in moss, intentionally placed. Little frogs live in the marsh in between. Cute landscape but wet. Dante tries to start a conversation with one of the frogs by asking if he knows [[Gorf (animal)|Gorf]] (a frog met on another expedition). It is rude to assume that all frogs know each other. The frog ([[Pony (animal)|Pony]]) says he’s seen people like us - our size but without legs?? More like a snail. He says he’ll help us more if we make him a cloak, so Jet crafts a little hoodie for him. Pony seems initially circumspect but Dante convinces him that he’s going to be ahead of the fashion curve because these are all the rage with the frogs back East. Pony the frog tells us his grandma used to tell him stories not to walk on these rocks because huge people might squash them. The slug / snail people went his left and then the other way (S to N and back S), back the way they came from. forester camp Going North (perpendicular to the mountains) - 2 hours - difficult terrain We finally manage to get back on track! After 8 hours of travel we see a clearing. It is fenced and beyond it are shacks and tents. The camp at last? Holes in the wooden fence A faint smell of wood smoke (2-3 days old campfire). The camp appears to be abandoned. Layer of dust on things - not used in a while. No animals in the camp despite the presence of a cart. Signs of animals having been in the vicinity. Scratch marks from dogs - local fauna took advantage of the camp being abandoned. Hoof prints - the animals fled? 2 animals going in different directions from the camp No drag marks. Main barracks: 14 beds, don’t look lived in for the past week No signs of looting or struggle No personal belongings - nothing of worth Inside the door of the outhouse is a freshly hand-painted poster featuring an Ace of Spades. “Join me in the House of Cards and win your life!” -> Rumours about the foresters playing card games. After surveying the surrounding region and after much befuddlement from Juliette at the concept of bunk beds, we settle in for the night. Through the different night watches, some yellow eyes of wolves are spotted in the forest, but they are easily spooked off. Nothing of note happens. [[House of Cards]] Going West - 2 hours Through the rain, we see a red-orangish glow, like fire but no smoke. We approach and see a structure: 2-stories tall, like cards stacked against each other. Walls made of red paper fitted over wooden frames. No windows. The entrance is shaped like an Ace of Spades. Red paper lanterns float around the building. A soft mutter emanates from it. Jet the Imp goes ahead to scout the place. The muttering is muffled by the sounds of birds. Inside the place are bird cages - a big one shaped like a cross, plus others scattered to the sides, some of them open with birds singing free around the tavern. Gambling tables - dice, cards… A good few patrons, most gambling. Engrossed in the games. Glamorous servers are keeping their glasses filled. The interior is suffused with this dim red light provided by candles and lanterns. Decorated by a subtle playing card motif everywhere. Soft music of which we can’t find the source. Approaching the place is as if someone was pulling at your flaws... [[Ontranto Emporius|A man]] puts a hand on Jet’s shoulder: a golden necklace, beautiful garments, two horns, a mustache curled on both sides, fangs - similar to Dante. He bends on one knee to greet Jet: “You like what you see, little one? Invite your masters next time.” Then pushes him outside. We teleport back to camp with a mind to come back and investigate this place further! The Short Version On our way to the forester camp we found a magical lake that provides clean water for Proto (courtesy of a fey lord), saw the source of the sound of bells, a giant arch of undetermined purpose, a ring of definitely magical mushrooms, and giant stepping stones. The forester camp was found abandoned with a mysterious poster pointing to a House of cards. The House of cards seems to be a gambling den tucked away in the forest where people revel in a charmed state. An unidentified tiefling acts as bouncer to the place. Survey results In the vicinity of the Foresters camp you can bump into: All types of beasts (bears, apes, tigers, dire wolves, giant boars, poisonous snakes and others) [[Lycanthropes]]. Human bandits. [[Yuan-Ti|Humanoids with snake-like legs]]. Huge and Gargantuan lizards to the south. Moving Trees. Occasional monstrosities ([[Ankheg|Ankhegs]], [[Bulette|Bulettes]]) Another camp to the West NW from here are [[The Open Fields|open plains]] 9a56839f5a3938493feefa7b624f053f4218d074 132 131 2023-04-01T16:46:30Z TimorSol 2 wikitext text/x-wiki Date: 21th of Fessuran, 845 PD ==== Report by Marly ==== To the [[The Foresters Camp|Forester Camp]] Party: Dante and his Imp familiar Jet, Thurrim our navigator, Makoto, Juliette and yours truly - Marly. Going West - 1h30 - regular terrain We set off from [[Proto]] with our sights on the forester's camp about a day away - rumors have it weird things have been happening to the workers there. [[Fey Lake|The Lake]] We are quickly diverted on our way as we come upon a lake or pond that was mentioned by a frog in a previous expedition. The animals have a ritual of throwing silver pieces and other shiny offerings in its waters. The lake is rather small and is surrounded by a magical mist that doesn't move with the breeze. A willow tree sits in the center, looking peculiarly like a person. Behind the tree is a cliff face, 20ft tall, which is constantly dripping water into the body of water - seems to be the water's source. On the banks, animals are mingling regardless of whether they’re predator or prey. Coyotes, cats, mice and crabs all cohabitate in harmony. The animals remain chill as Dante approaches them and greets them. The water’s fine. I wade around a little bit and meet a turtle friend. The turtle is thoroughly unafraid, waving its leg to say hi and swimming round. Dante communicates with the turtle - his name is [[Stingislauc (animal)|Stingislauc]]. Apparently turtle names indicate how old they are - Stingislauc is confused as to why Dante only has one name. No one will be able to tell how old he is because of that. Stingislauc tells us the Guardian Tree makes sure the lake is neutral territory for all animals. The only rule is they can’t fuck in the lake. Nothing comes for free… A detect magic spell reveals, as I swim across the lake, that the whole place is absolutely lousy with transmutation magic, the water especially. Many shinies sit at the bottom of the lake: the animal’s offerings. Better not mess with that though - you never know with local superstitions. Especially when they involve a super magical lake. As I continue on, swimming to the tree, each stroke gets easier and easier. Sitting on a rock close to the surface, near the tree, I realise I’ve been getting a little help. My feet are lengthening?? Longer, more flexible toes. Muscular ankles. Beaver-like. Weird, but I won’t pass up the bonus muscles. Maybe I can finally skip leg day. The rest of the team has gone on foot around the lake like a bunch of landlubbers, with a goal of examining the rock face behind the tree. Juliette decides she needs a rock sample from the mysteriously dripping cliff and, after multiple failed attempts to cut the rock with her dagger, the others help her design a very smart (?) system: to lodge the sword in the rock and whack it with a warhammer. This goes about as well as you would expect, and the poor noble lady gets her hands whacked in the process. She loses her grip on the rock and, instead of plummeting into the water, she ends up standing perpendicular on the wall?? Like she has sticky feet or something. Her obvious lie that her family is just into rock climbing fools nobody! She is weird. Jet the imp goes invisibly into the lake's waters and spots a gold lockpick, which he attempts to bring to the surface, but is held back by a watery hand and a voice in his head that says: ''Leave it be, little friend. The river may change its course when it wills.'' Booty like that sitting unattended at the bottom of a lake - too good to be true 🙁 The hand lets go when Jet releases the lockpick. Undeterred, Jet goes back to grab it again, this time offering to trade it for a gold coin, but the hand of water reappears and holds him in its grasp more firmly. When Dante calls Jet to his pocket dimension, the hand, instead of dissolving, swells into a big wave that washes over the tree. In its wake, it leaves a watery looking elf dude sitting on the tree. His cape is made of flowing water and his eyes are molten blue - you get the idea. Juliette greets the elven man in her nobly way. He seems somewhat confused, asking questions such as: “What year is it? Pre or post-divergence?” “Which [[Vaults|vault]] did you take?” (I’ve learned since that the vaults are used by powerful people to keep magical artefacts and powerful knowledge away from other people. Typical.) He also seems confused when none of us seem to recognize him. It turns out he’s some fey lord - I didn’t catch any of his fancypants names (you’d have to ask Juliette) so let’s just call him His Wetness. He watches over the lake and does all the magic here. “Are you sure you’re supposed to be here? Where are the automatons from last time I spoke to one of you?” -> someone mentioned a golem sitting in a river in a previous expedition. Maybe he means that. To Makoto: “Don’t you know it’s not safe here? This whole plane.” “I can see who you are: you’re supposed to be in the fey wilds, back home. What are you doing here?” Makoto then changes into his changeling form, revealing his fey origins, but says he cannot go back and is not sure where the portal he came through is. The Fey Lord offers to write him a letter of recommendation to go back to the fey wild if that’s what’s holding him back. “I think I've been asleep for a little while. Are the old deals still on? I would hate to interfere with things I'm not supposed to interfere with. If your lord or lady wants me to retreat from my task of keeping this lake and water source clear, I can take a break.” -> this dude provides clean water for Proto in exchange for a small fee from the local fauna. Best not mess with him. Juliette tries to get him to spill a vault location. He says you can establish a vault wherever you please, and he is not inclined to give us any further information on the whole process or what existing vaults may be on the island already. As he puts it: “I am vibing in this lake for a very long time. I do not take little trips or chitchats.” Doesn't care about anywhere else but his lake. He gets kinda miffed at our repeated questions and banishes us from talking to him. Says I, Marly, am welcome to stay, on account of my ancestors. I almost take him up on his offer, like a dumbass - hello, he’s fey! He means stay forever. No thanks. On the road Going West - 30 minutes Dante hears the sound of bells - same as the previous time. He sends Jet there to investigate. A perfect circle of trees of different colours. The sound is coming from them. [[River Arch|The Arch]] Going South - 1 hour We come upon a river. The road is easy going, clear from the trees. Past the river, going west for 30 minutes: a massive stone construction sits astride the river. An arch, 30ft tall, run down but standing tall and proud against the ravages of time. Decorative carvings. The arch is obviously ancient, carrying a long, unknown (to us) story. It looks like a door or gate maybe used to stand there. Looking at the state of the rocks around the river bed: the river seems to have been wider at one point - perhaps seasonally? Juliette climbs the arch with her weird spidery ways. At the top, the stone is kinda mushy - moss? A confused pigeon looks at her. She’s walking in pigeon shit. No writing or anything of note, but she can see the bells from there. On the road Going South - 1 hour - regular terrain We come upon another river. Going across the river - 1 hour - regular terrain We come upon a forest grove. [[Ring of Mushrooms|Ring of mushrooms]] in the middle of a small thicket of trees. Makoto sneakily zooms to the mushroom ring. They shimmer ominously, pulsing with otherworldly magic. Weird sensation that the mushrooms are looking at you? Dozens of intriguing whispers. Continuing? I lost track of where we were going here. I think we got a little lost, but don’t tell Thurrim I said that. Jet gets up to a vantage point and sees giant leathery birds in the sky due South, with exotic trees. Going West - 30 minutes - towards mountains The river source: mushy ground. [[Stone Path|Flat rocks]] paving a way across. The rocks are spaced far enough that we need to jump to go from one to the other - not sized for our footsteps. The rocks are going in the same direction we are going. We follow the stepping stones. Covered in moss, intentionally placed. Little frogs live in the marsh in between. Cute landscape but wet. Dante tries to start a conversation with one of the frogs by asking if he knows [[Gorf (animal)|Gorf]] (a frog met on another expedition). It is rude to assume that all frogs know each other. The frog ([[Pony (animal)|Pony]]) says he’s seen people like us - our size but without legs?? More like a snail. He says he’ll help us more if we make him a cloak, so Jet crafts a little hoodie for him. Pony seems initially circumspect but Dante convinces him that he’s going to be ahead of the fashion curve because these are all the rage with the frogs back East. Pony the frog tells us his grandma used to tell him stories not to walk on these rocks because huge people might squash them. The slug / snail people went his left and then the other way (S to N and back S), back the way they came from. forester camp Going North (perpendicular to the mountains) - 2 hours - difficult terrain We finally manage to get back on track! After 8 hours of travel we see a clearing. It is fenced and beyond it are shacks and tents. The camp at last? Holes in the wooden fence A faint smell of wood smoke (2-3 days old campfire). The camp appears to be abandoned. Layer of dust on things - not used in a while. No animals in the camp despite the presence of a cart. Signs of animals having been in the vicinity. Scratch marks from dogs - local fauna took advantage of the camp being abandoned. Hoof prints - the animals fled? 2 animals going in different directions from the camp No drag marks. Main barracks: 14 beds, don’t look lived in for the past week No signs of looting or struggle No personal belongings - nothing of worth Inside the door of the outhouse is a freshly hand-painted poster featuring an Ace of Spades. “Join me in the House of Cards and win your life!” -> Rumours about the foresters playing card games. After surveying the surrounding region and after much befuddlement from Juliette at the concept of bunk beds, we settle in for the night. Through the different night watches, some yellow eyes of wolves are spotted in the forest, but they are easily spooked off. Nothing of note happens. [[House of Cards]] Going West - 2 hours Through the rain, we see a red-orangish glow, like fire but no smoke. We approach and see a structure: 2-stories tall, like cards stacked against each other. Walls made of red paper fitted over wooden frames. No windows. The entrance is shaped like an Ace of Spades. Red paper lanterns float around the building. A soft mutter emanates from it. Jet the Imp goes ahead to scout the place. The muttering is muffled by the sounds of birds. Inside the place are bird cages - a big one shaped like a cross, plus others scattered to the sides, some of them open with birds singing free around the tavern. Gambling tables - dice, cards… A good few patrons, most gambling. Engrossed in the games. Glamorous servers are keeping their glasses filled. The interior is suffused with this dim red light provided by candles and lanterns. Decorated by a subtle playing card motif everywhere. Soft music of which we can’t find the source. Approaching the place is as if someone was pulling at your flaws... [[Ontranto Emporius|A man]] puts a hand on Jet’s shoulder: a golden necklace, beautiful garments, two horns, a mustache curled on both sides, fangs - similar to Dante. He bends on one knee to greet Jet: “You like what you see, little one? Invite your masters next time.” Then pushes him outside. We teleport back to camp with a mind to come back and investigate this place further! The Short Version On our way to the forester camp we found a magical lake that provides clean water for Proto (courtesy of a fey lord), saw the source of the sound of bells, a giant arch of undetermined purpose, a ring of definitely magical mushrooms, and giant stepping stones. The forester camp was found abandoned with a mysterious poster pointing to a House of cards. The House of cards seems to be a gambling den tucked away in the forest where people revel in a charmed state. An unidentified tiefling acts as bouncer to the place. Survey results In the vicinity of the Foresters camp you can bump into: All types of beasts (bears, apes, tigers, dire wolves, giant boars, poisonous snakes and others) [[Lycanthropes]]. Human bandits. [[Yuan-Ti|Humanoids with snake-like legs]]. Huge and Gargantuan lizards to the south. Moving Trees. Occasional monstrosities ([[Ankheg|Ankhegs]], [[Bulette|Bulettes]]) Another camp to the West NW from here are [[The Open Fields|open plains]] d539b4848295372a8987e693628d0696b657a0fc 144 132 2023-04-01T20:18:47Z TimorSol 2 wikitext text/x-wiki Date: 21th of Fessuran, 845 PD ==== Report by Marly ==== ==== To the [[The Foresters Camp|Forester Camp]] ==== Party: Dante and his Imp familiar Jet, Thurrim our navigator, Makoto, Juliette and yours truly - Marly. Going West - 1h30 - regular terrain We set off from [[Proto]] with our sights on the forester's camp about a day away - rumors have it weird things have been happening to the workers there. ==== [[Fey Lake|The Lake]] ==== We are quickly diverted on our way as we come upon a lake or pond that was mentioned by a frog in a previous expedition. The animals have a ritual of throwing silver pieces and other shiny offerings in its waters. The lake is rather small and is surrounded by a magical mist that doesn't move with the breeze. A willow tree sits in the center, looking peculiarly like a person. Behind the tree is a cliff face, 20ft tall, which is constantly dripping water into the body of water - seems to be the water's source. On the banks, animals are mingling regardless of whether they’re predator or prey. Coyotes, cats, mice and crabs all cohabitate in harmony. The animals remain chill as Dante approaches them and greets them. The water’s fine. I wade around a little bit and meet a turtle friend. The turtle is thoroughly unafraid, waving its leg to say hi and swimming round. Dante communicates with the turtle - his name is [[Stingislauc (animal)|Stingislauc]]. Apparently turtle names indicate how old they are - Stingislauc is confused as to why Dante only has one name. No one will be able to tell how old he is because of that. Stingislauc tells us the Guardian Tree makes sure the lake is neutral territory for all animals. The only rule is they can’t fuck in the lake. Nothing comes for free… A detect magic spell reveals, as I swim across the lake, that the whole place is absolutely lousy with transmutation magic, the water especially. Many shinies sit at the bottom of the lake: the animal’s offerings. Better not mess with that though - you never know with local superstitions. Especially when they involve a super magical lake. As I continue on, swimming to the tree, each stroke gets easier and easier. Sitting on a rock close to the surface, near the tree, I realise I’ve been getting a little help. My feet are lengthening?? Longer, more flexible toes. Muscular ankles. Beaver-like. Weird, but I won’t pass up the bonus muscles. Maybe I can finally skip leg day. The rest of the team has gone on foot around the lake like a bunch of landlubbers, with a goal of examining the rock face behind the tree. Juliette decides she needs a rock sample from the mysteriously dripping cliff and, after multiple failed attempts to cut the rock with her dagger, the others help her design a very smart (?) system: to lodge the sword in the rock and whack it with a warhammer. This goes about as well as you would expect, and the poor noble lady gets her hands whacked in the process. She loses her grip on the rock and, instead of plummeting into the water, she ends up standing perpendicular on the wall?? Like she has sticky feet or something. Her obvious lie that her family is just into rock climbing fools nobody! She is weird. Jet the imp goes invisibly into the lake's waters and spots a gold lockpick, which he attempts to bring to the surface, but is held back by a watery hand and a voice in his head that says: ''Leave it be, little friend. The river may change its course when it wills.'' Booty like that sitting unattended at the bottom of a lake - too good to be true 🙁 The hand lets go when Jet releases the lockpick. Undeterred, Jet goes back to grab it again, this time offering to trade it for a gold coin, but the hand of water reappears and holds him in its grasp more firmly. When Dante calls Jet to his pocket dimension, the hand, instead of dissolving, swells into a big wave that washes over the tree. In its wake, it leaves a watery looking elf dude sitting on the tree. His cape is made of flowing water and his eyes are molten blue - you get the idea. Juliette greets the elven man in her nobly way. He seems somewhat confused, asking questions such as: “What year is it? Pre or post-divergence?” “Which [[Vaults|vault]] did you take?” (I’ve learned since that the vaults are used by powerful people to keep magical artefacts and powerful knowledge away from other people. Typical.) He also seems confused when none of us seem to recognize him. It turns out he’s some fey lord - I didn’t catch any of his fancypants names (you’d have to ask Juliette) so let’s just call him His Wetness. He watches over the lake and does all the magic here. “Are you sure you’re supposed to be here? Where are the automatons from last time I spoke to one of you?” -> someone mentioned a golem sitting in a river in a previous expedition. Maybe he means that. To Makoto: “Don’t you know it’s not safe here? This whole plane.” “I can see who you are: you’re supposed to be in the fey wilds, back home. What are you doing here?” Makoto then changes into his changeling form, revealing his fey origins, but says he cannot go back and is not sure where the portal he came through is. The Fey Lord offers to write him a letter of recommendation to go back to the fey wild if that’s what’s holding him back. “I think I've been asleep for a little while. Are the old deals still on? I would hate to interfere with things I'm not supposed to interfere with. If your lord or lady wants me to retreat from my task of keeping this lake and water source clear, I can take a break.” -> this dude provides clean water for Proto in exchange for a small fee from the local fauna. Best not mess with him. Juliette tries to get him to spill a vault location. He says you can establish a vault wherever you please, and he is not inclined to give us any further information on the whole process or what existing vaults may be on the island already. As he puts it: “I am vibing in this lake for a very long time. I do not take little trips or chitchats.” Doesn't care about anywhere else but his lake. He gets kinda miffed at our repeated questions and banishes us from talking to him. Says I, Marly, am welcome to stay, on account of my ancestors. I almost take him up on his offer, like a dumbass - hello, he’s fey! He means stay forever. No thanks. ==== On the road ==== Going West - 30 minutes Dante hears the sound of bells - same as the previous time. He sends Jet there to investigate. A perfect circle of trees of different colours. The sound is coming from them. ==== [[River Arch|The Arch]] ==== Going South - 1 hour We come upon a river. The road is easy going, clear from the trees. Past the river, going west for 30 minutes: a massive stone construction sits astride the river. An arch, 30ft tall, run down but standing tall and proud against the ravages of time. Decorative carvings. The arch is obviously ancient, carrying a long, unknown (to us) story. It looks like a door or gate maybe used to stand there. Looking at the state of the rocks around the river bed: the river seems to have been wider at one point - perhaps seasonally? Juliette climbs the arch with her weird spidery ways. At the top, the stone is kinda mushy - moss? A confused pigeon looks at her. She’s walking in pigeon shit. No writing or anything of note, but she can see the bells from there. ==== On the road ==== Going South - 1 hour - regular terrain We come upon another river. Going across the river - 1 hour - regular terrain We come upon a forest grove. [[Ring of Mushrooms|Ring of mushrooms]] in the middle of a small thicket of trees. Makoto sneakily zooms to the mushroom ring. They shimmer ominously, pulsing with otherworldly magic. Weird sensation that the mushrooms are looking at you? Dozens of intriguing whispers. Continuing? I lost track of where we were going here. I think we got a little lost, but don’t tell Thurrim I said that. Jet gets up to a vantage point and sees giant leathery birds in the sky due South, with exotic trees. Going West - 30 minutes - towards mountains The river source: mushy ground. [[Stone Path|Flat rocks]] paving a way across. The rocks are spaced far enough that we need to jump to go from one to the other - not sized for our footsteps. The rocks are going in the same direction we are going. We follow the stepping stones. Covered in moss, intentionally placed. Little frogs live in the marsh in between. Cute landscape but wet. Dante tries to start a conversation with one of the frogs by asking if he knows [[Gorf (animal)|Gorf]] (a frog met on another expedition). It is rude to assume that all frogs know each other. The frog ([[Pony (animal)|Pony]]) says he’s seen people like us - our size but without legs?? More like a snail. He says he’ll help us more if we make him a cloak, so Jet crafts a little hoodie for him. Pony seems initially circumspect but Dante convinces him that he’s going to be ahead of the fashion curve because these are all the rage with the frogs back East. Pony the frog tells us his grandma used to tell him stories not to walk on these rocks because huge people might squash them. The slug / snail people went his left and then the other way (S to N and back S), back the way they came from. ==== [[The Foresters Camp|forester camp]] ==== Going North (perpendicular to the mountains) - 2 hours - difficult terrain We finally manage to get back on track! After 8 hours of travel we see a clearing. It is fenced and beyond it are shacks and tents. The camp at last? Holes in the wooden fence A faint smell of wood smoke (2-3 days old campfire). The camp appears to be abandoned. Layer of dust on things - not used in a while. No animals in the camp despite the presence of a cart. Signs of animals having been in the vicinity. Scratch marks from dogs - local fauna took advantage of the camp being abandoned. Hoof prints - the animals fled? 2 animals going in different directions from the camp No drag marks. Main barracks: 14 beds, don’t look lived in for the past week No signs of looting or struggle No personal belongings - nothing of worth Inside the door of the outhouse is a freshly hand-painted poster featuring an Ace of Spades. “Join me in the House of Cards and win your life!” -> Rumours about the foresters playing card games. After surveying the surrounding region and after much befuddlement from Juliette at the concept of bunk beds, we settle in for the night. Through the different night watches, some yellow eyes of wolves are spotted in the forest, but they are easily spooked off. Nothing of note happens. ==== [[House of Cards]] ==== Going West - 2 hours Through the rain, we see a red-orangish glow, like fire but no smoke. We approach and see a structure: 2-stories tall, like cards stacked against each other. Walls made of red paper fitted over wooden frames. No windows. The entrance is shaped like an Ace of Spades. Red paper lanterns float around the building. A soft mutter emanates from it. Jet the Imp goes ahead to scout the place. The muttering is muffled by the sounds of birds. Inside the place are bird cages - a big one shaped like a cross, plus others scattered to the sides, some of them open with birds singing free around the tavern. Gambling tables - dice, cards… A good few patrons, most gambling. Engrossed in the games. Glamorous servers are keeping their glasses filled. The interior is suffused with this dim red light provided by candles and lanterns. Decorated by a subtle playing card motif everywhere. Soft music of which we can’t find the source. Approaching the place is as if someone was pulling at your flaws... [[Ontranto Emporius|A man]] puts a hand on Jet’s shoulder: a golden necklace, beautiful garments, two horns, a mustache curled on both sides, fangs - similar to Dante. He bends on one knee to greet Jet: “You like what you see, little one? Invite your masters next time.” Then pushes him outside. We teleport back to camp with a mind to come back and investigate this place further! ==== The Short Version ==== On our way to the forester camp we found a magical lake that provides clean water for Proto (courtesy of a fey lord), saw the source of the sound of bells, a giant arch of undetermined purpose, a ring of definitely magical mushrooms, and giant stepping stones. The forester camp was found abandoned with a mysterious poster pointing to a House of cards. The House of cards seems to be a gambling den tucked away in the forest where people revel in a charmed state. An unidentified tiefling acts as bouncer to the place. Survey results In the vicinity of the Foresters camp you can bump into: All types of beasts (bears, apes, tigers, dire wolves, giant boars, poisonous snakes and others) [[Lycanthropes]]. Human bandits. [[Yuan-Ti|Humanoids with snake-like legs]]. Huge and Gargantuan lizards to the south. Moving Trees. Occasional monstrosities ([[Ankheg|Ankhegs]], [[Bulette|Bulettes]]) Another camp to the West NW from here are [[The Open Fields|open plains]] 0778d79a5a0bb15de6e8523cc9cafd760c5021de 148 144 2023-04-01T20:39:44Z TimorSol 2 /* forester camp */ wikitext text/x-wiki Date: 21th of Fessuran, 845 PD ==== Report by Marly ==== ==== To the [[The Foresters Camp|Forester Camp]] ==== Party: Dante and his Imp familiar Jet, Thurrim our navigator, Makoto, Juliette and yours truly - Marly. Going West - 1h30 - regular terrain We set off from [[Proto]] with our sights on the forester's camp about a day away - rumors have it weird things have been happening to the workers there. ==== [[Fey Lake|The Lake]] ==== We are quickly diverted on our way as we come upon a lake or pond that was mentioned by a frog in a previous expedition. The animals have a ritual of throwing silver pieces and other shiny offerings in its waters. The lake is rather small and is surrounded by a magical mist that doesn't move with the breeze. A willow tree sits in the center, looking peculiarly like a person. Behind the tree is a cliff face, 20ft tall, which is constantly dripping water into the body of water - seems to be the water's source. On the banks, animals are mingling regardless of whether they’re predator or prey. Coyotes, cats, mice and crabs all cohabitate in harmony. The animals remain chill as Dante approaches them and greets them. The water’s fine. I wade around a little bit and meet a turtle friend. The turtle is thoroughly unafraid, waving its leg to say hi and swimming round. Dante communicates with the turtle - his name is [[Stingislauc (animal)|Stingislauc]]. Apparently turtle names indicate how old they are - Stingislauc is confused as to why Dante only has one name. No one will be able to tell how old he is because of that. Stingislauc tells us the Guardian Tree makes sure the lake is neutral territory for all animals. The only rule is they can’t fuck in the lake. Nothing comes for free… A detect magic spell reveals, as I swim across the lake, that the whole place is absolutely lousy with transmutation magic, the water especially. Many shinies sit at the bottom of the lake: the animal’s offerings. Better not mess with that though - you never know with local superstitions. Especially when they involve a super magical lake. As I continue on, swimming to the tree, each stroke gets easier and easier. Sitting on a rock close to the surface, near the tree, I realise I’ve been getting a little help. My feet are lengthening?? Longer, more flexible toes. Muscular ankles. Beaver-like. Weird, but I won’t pass up the bonus muscles. Maybe I can finally skip leg day. The rest of the team has gone on foot around the lake like a bunch of landlubbers, with a goal of examining the rock face behind the tree. Juliette decides she needs a rock sample from the mysteriously dripping cliff and, after multiple failed attempts to cut the rock with her dagger, the others help her design a very smart (?) system: to lodge the sword in the rock and whack it with a warhammer. This goes about as well as you would expect, and the poor noble lady gets her hands whacked in the process. She loses her grip on the rock and, instead of plummeting into the water, she ends up standing perpendicular on the wall?? Like she has sticky feet or something. Her obvious lie that her family is just into rock climbing fools nobody! She is weird. Jet the imp goes invisibly into the lake's waters and spots a gold lockpick, which he attempts to bring to the surface, but is held back by a watery hand and a voice in his head that says: ''Leave it be, little friend. The river may change its course when it wills.'' Booty like that sitting unattended at the bottom of a lake - too good to be true 🙁 The hand lets go when Jet releases the lockpick. Undeterred, Jet goes back to grab it again, this time offering to trade it for a gold coin, but the hand of water reappears and holds him in its grasp more firmly. When Dante calls Jet to his pocket dimension, the hand, instead of dissolving, swells into a big wave that washes over the tree. In its wake, it leaves a watery looking elf dude sitting on the tree. His cape is made of flowing water and his eyes are molten blue - you get the idea. Juliette greets the elven man in her nobly way. He seems somewhat confused, asking questions such as: “What year is it? Pre or post-divergence?” “Which [[Vaults|vault]] did you take?” (I’ve learned since that the vaults are used by powerful people to keep magical artefacts and powerful knowledge away from other people. Typical.) He also seems confused when none of us seem to recognize him. It turns out he’s some fey lord - I didn’t catch any of his fancypants names (you’d have to ask Juliette) so let’s just call him His Wetness. He watches over the lake and does all the magic here. “Are you sure you’re supposed to be here? Where are the automatons from last time I spoke to one of you?” -> someone mentioned a golem sitting in a river in a previous expedition. Maybe he means that. To Makoto: “Don’t you know it’s not safe here? This whole plane.” “I can see who you are: you’re supposed to be in the fey wilds, back home. What are you doing here?” Makoto then changes into his changeling form, revealing his fey origins, but says he cannot go back and is not sure where the portal he came through is. The Fey Lord offers to write him a letter of recommendation to go back to the fey wild if that’s what’s holding him back. “I think I've been asleep for a little while. Are the old deals still on? I would hate to interfere with things I'm not supposed to interfere with. If your lord or lady wants me to retreat from my task of keeping this lake and water source clear, I can take a break.” -> this dude provides clean water for Proto in exchange for a small fee from the local fauna. Best not mess with him. Juliette tries to get him to spill a vault location. He says you can establish a vault wherever you please, and he is not inclined to give us any further information on the whole process or what existing vaults may be on the island already. As he puts it: “I am vibing in this lake for a very long time. I do not take little trips or chitchats.” Doesn't care about anywhere else but his lake. He gets kinda miffed at our repeated questions and banishes us from talking to him. Says I, Marly, am welcome to stay, on account of my ancestors. I almost take him up on his offer, like a dumbass - hello, he’s fey! He means stay forever. No thanks. ==== On the road ==== Going West - 30 minutes Dante hears the sound of bells - same as the previous time. He sends Jet there to investigate. A perfect circle of trees of different colours. The sound is coming from them. ==== [[River Arch|The Arch]] ==== Going South - 1 hour We come upon a river. The road is easy going, clear from the trees. Past the river, going west for 30 minutes: a massive stone construction sits astride the river. An arch, 30ft tall, run down but standing tall and proud against the ravages of time. Decorative carvings. The arch is obviously ancient, carrying a long, unknown (to us) story. It looks like a door or gate maybe used to stand there. Looking at the state of the rocks around the river bed: the river seems to have been wider at one point - perhaps seasonally? Juliette climbs the arch with her weird spidery ways. At the top, the stone is kinda mushy - moss? A confused pigeon looks at her. She’s walking in pigeon shit. No writing or anything of note, but she can see the bells from there. ==== On the road ==== Going South - 1 hour - regular terrain We come upon another river. Going across the river - 1 hour - regular terrain We come upon a forest grove. [[Ring of Mushrooms|Ring of mushrooms]] in the middle of a small thicket of trees. Makoto sneakily zooms to the mushroom ring. They shimmer ominously, pulsing with otherworldly magic. Weird sensation that the mushrooms are looking at you? Dozens of intriguing whispers. Continuing? I lost track of where we were going here. I think we got a little lost, but don’t tell Thurrim I said that. Jet gets up to a vantage point and sees giant leathery birds in the sky due South, with exotic trees. Going West - 30 minutes - towards mountains The river source: mushy ground. [[Stone Path|Flat rocks]] paving a way across. The rocks are spaced far enough that we need to jump to go from one to the other - not sized for our footsteps. The rocks are going in the same direction we are going. We follow the stepping stones. Covered in moss, intentionally placed. Little frogs live in the marsh in between. Cute landscape but wet. Dante tries to start a conversation with one of the frogs by asking if he knows [[Gorf (animal)|Gorf]] (a frog met on another expedition). It is rude to assume that all frogs know each other. The frog ([[Pony (animal)|Pony]]) says he’s seen people like us - our size but without legs?? More like a snail. He says he’ll help us more if we make him a cloak, so Jet crafts a little hoodie for him. Pony seems initially circumspect but Dante convinces him that he’s going to be ahead of the fashion curve because these are all the rage with the frogs back East. Pony the frog tells us his grandma used to tell him stories not to walk on these rocks because huge people might squash them. The slug / snail people went his left and then the other way (S to N and back S), back the way they came from. ==== [[The Foresters Camp|Forester Camp]] ==== Going North (perpendicular to the mountains) - 2 hours - difficult terrain We finally manage to get back on track! After 8 hours of travel we see a clearing. It is fenced and beyond it are shacks and tents. The camp at last? Holes in the wooden fence A faint smell of wood smoke (2-3 days old campfire). The camp appears to be abandoned. Layer of dust on things - not used in a while. No animals in the camp despite the presence of a cart. Signs of animals having been in the vicinity. Scratch marks from dogs - local fauna took advantage of the camp being abandoned. Hoof prints - the animals fled? 2 animals going in different directions from the camp No drag marks. Main barracks: 14 beds, don’t look lived in for the past week No signs of looting or struggle No personal belongings - nothing of worth Inside the door of the outhouse is a freshly hand-painted poster featuring an Ace of Spades. “Join me in the House of Cards and win your life!” -> Rumours about the foresters playing card games. After surveying the surrounding region and after much befuddlement from Juliette at the concept of bunk beds, we settle in for the night. Through the different night watches, some yellow eyes of wolves are spotted in the forest, but they are easily spooked off. Nothing of note happens. ==== [[House of Cards]] ==== Going West - 2 hours Through the rain, we see a red-orangish glow, like fire but no smoke. We approach and see a structure: 2-stories tall, like cards stacked against each other. Walls made of red paper fitted over wooden frames. No windows. The entrance is shaped like an Ace of Spades. Red paper lanterns float around the building. A soft mutter emanates from it. Jet the Imp goes ahead to scout the place. The muttering is muffled by the sounds of birds. Inside the place are bird cages - a big one shaped like a cross, plus others scattered to the sides, some of them open with birds singing free around the tavern. Gambling tables - dice, cards… A good few patrons, most gambling. Engrossed in the games. Glamorous servers are keeping their glasses filled. The interior is suffused with this dim red light provided by candles and lanterns. Decorated by a subtle playing card motif everywhere. Soft music of which we can’t find the source. Approaching the place is as if someone was pulling at your flaws... [[Ontranto Emporius|A man]] puts a hand on Jet’s shoulder: a golden necklace, beautiful garments, two horns, a mustache curled on both sides, fangs - similar to Dante. He bends on one knee to greet Jet: “You like what you see, little one? Invite your masters next time.” Then pushes him outside. We teleport back to camp with a mind to come back and investigate this place further! ==== The Short Version ==== On our way to the forester camp we found a magical lake that provides clean water for Proto (courtesy of a fey lord), saw the source of the sound of bells, a giant arch of undetermined purpose, a ring of definitely magical mushrooms, and giant stepping stones. The forester camp was found abandoned with a mysterious poster pointing to a House of cards. The House of cards seems to be a gambling den tucked away in the forest where people revel in a charmed state. An unidentified tiefling acts as bouncer to the place. Survey results In the vicinity of the Foresters camp you can bump into: All types of beasts (bears, apes, tigers, dire wolves, giant boars, poisonous snakes and others) [[Lycanthropes]]. Human bandits. [[Yuan-Ti|Humanoids with snake-like legs]]. Huge and Gargantuan lizards to the south. Moving Trees. Occasional monstrosities ([[Ankheg|Ankhegs]], [[Bulette|Bulettes]]) Another camp to the West NW from here are [[The Open Fields|open plains]] 92c3a4916d8f4d5611feb4d843fdce0ca588dbe0 Vaults 0 61 133 2023-04-01T16:51:02Z TimorSol 2 Created page with "OASIS was build by and for powerful magic users as means to secure their wealth from meddlesome eyes of gods and humanoids alike. To achieve that, they scattered Vaults around the whole Island. Vaults are, essentially, structures (natural or artificial) that contain the treasures of wizards from past eras. They may take many different forms - a wizard's tower, a flying castle, a dome of metal, a titan's fortress or many many others. They reflect the personality of the ow..." wikitext text/x-wiki OASIS was build by and for powerful magic users as means to secure their wealth from meddlesome eyes of gods and humanoids alike. To achieve that, they scattered Vaults around the whole Island. Vaults are, essentially, structures (natural or artificial) that contain the treasures of wizards from past eras. They may take many different forms - a wizard's tower, a flying castle, a dome of metal, a titan's fortress or many many others. They reflect the personality of the owner of the Vault. Vaults are always guarded, and are always a deadly threat to adventurers. They are the highest-risk/highest-reward locations in Oasis. [[Category: Locations]] [[Category: Lore]] a28b816b0c516800bbbebf03c9e865cccc24604a 134 133 2023-04-01T16:51:21Z TimorSol 2 wikitext text/x-wiki OASIS was build by and for powerful magic users as means to secure their wealth from meddlesome eyes of gods and humanoids alike.<br> To achieve that, they scattered Vaults around the whole Island. Vaults are, essentially, structures (natural or artificial) that contain the treasures of wizards from past eras. They may take many different forms - a wizard's tower, a flying castle, a dome of metal, a titan's fortress or many many others. They reflect the personality of the owner of the Vault. <br> Vaults are always guarded, and are always a deadly threat to adventurers. They are the highest-risk/highest-reward locations in Oasis. <br> [[Category: Locations]] [[Category: Lore]] 36de8097e24c72b73a855cdabff530392e299a05 Safe Entry 0 42 135 88 2023-04-01T16:51:53Z TimorSol 2 wikitext text/x-wiki The whole island of Oasis is surrounded by a magical barrier, and there is only one entrance towards it, a "gate" of sorts. The gate is invisible as the dome, and navigating through it is a insanely hard task. A safer way to enter Oasis would grant [[Proto]] better supplies. [[Category: Lore]] 2d3bf897f39e5fc9234a6bf010ba2ac359f325cf Tree Markings 0 38 136 83 2023-04-01T16:52:00Z TimorSol 2 wikitext text/x-wiki A system of markers, initially probably used by the people living in [[Proto]] to mark directions, adopted by some of the adventurers as means to denote specific locations or paths. Currently known markings: * One marker at the crossroad, 45 minutes outside of Proto, in the negative space south, a very simple S for River to the south, a headstone in the north negative space. * One marker at the north bank of [[The Golem]], with northern negative space, as another X, to denote Crossroads. * One marker 300 ft south of [[Old Cemetery]], southern negative with an X, northern with a wave and headstone. * One marker on the way from crossroads to the one noted above, with a headstone in the northern negative. * One marker near the treeline where the [[Floating Rocks]] are, denoting a "danger zone" * One marker in the forest near the [[Lighthouse/Darkhouse]], denoting the danger line. [[Category: Lore]] b58b08eead8a2a521eb5924cf4315fb5261ec5ba Ring of Mushrooms 0 62 137 2023-04-01T17:45:18Z TimorSol 2 Created page with "In a dense forest, a clearing reveals a ring of strange and unsettling mushrooms. Their large, round caps shimmer with an iridescent quality that, despite their beauty, emits an air of magic. <br> The mushrooms pulsate and shimmer with an otherworldly energy, giving the impression of being alive and observing those nearby. As one approaches the ring of mushrooms, a tingling sensation can be felt in the fingers and a faint ringing in the ears, as if the mushrooms are atte..." wikitext text/x-wiki In a dense forest, a clearing reveals a ring of strange and unsettling mushrooms. Their large, round caps shimmer with an iridescent quality that, despite their beauty, emits an air of magic. <br> The mushrooms pulsate and shimmer with an otherworldly energy, giving the impression of being alive and observing those nearby. As one approaches the ring of mushrooms, a tingling sensation can be felt in the fingers and a faint ringing in the ears, as if the mushrooms are attempting to communicate or draw closer. <br> Though eerie, the mushrooms hold a certain magical quality that remains inactive, and they seem to be remnants of an ancient ritual or the focal point of long-forgotten magic. The possibility of unlocking a hidden power lingers in the air, though the mushrooms' true purpose remains unknown. 8bf3804aba6c75e4b3f9fae21eab8859d6a5ba61 138 137 2023-04-01T17:45:32Z TimorSol 2 wikitext text/x-wiki In a dense forest, a clearing reveals a ring of strange and unsettling mushrooms. Their large, round caps shimmer with an iridescent quality that, despite their beauty, emits an air of magic. <br> The mushrooms pulsate and shimmer with an otherworldly energy, giving the impression of being alive and observing those nearby. As one approaches the ring of mushrooms, a tingling sensation can be felt in the fingers and a faint ringing in the ears, as if the mushrooms are attempting to communicate or draw closer. <br> Though eerie, the mushrooms hold a certain magical quality that remains inactive, and they seem to be remnants of an ancient ritual or the focal point of long-forgotten magic. The possibility of unlocking a hidden power lingers in the air, though the mushrooms' true purpose remains unknown. [[Category: Locations]] 6ff6f8c62be88bc94a45fa4d8868075d2fd8301e Stone Path 0 63 139 2023-04-01T17:55:32Z TimorSol 2 Created page with "The stones are set into the ground, where a wetland forms two rivers, south-east from the [[The Foresters Camp]]. They are generally flat, so they allow standing on them, but their spacing suggests that they are technically meant for creatures that are much bigger than standard humanoids. Traversing the wetlands without using the stone path is akin to traveling through a marshland.<br> The Stone Path is home to many small aquatic-adjacent creatures, like frogs or small s..." wikitext text/x-wiki The stones are set into the ground, where a wetland forms two rivers, south-east from the [[The Foresters Camp]]. They are generally flat, so they allow standing on them, but their spacing suggests that they are technically meant for creatures that are much bigger than standard humanoids. Traversing the wetlands without using the stone path is akin to traveling through a marshland.<br> The Stone Path is home to many small aquatic-adjacent creatures, like frogs or small salamanders, fish, birds and others. [[Category: Locations]] 38d2b7328285c9d65e3c082501192da9f4c842c0 Category:Lore 14 64 140 2023-04-01T17:56:24Z TimorSol 2 Created page with "This category gathers general lore that the adventurers gathered." wikitext text/x-wiki This category gathers general lore that the adventurers gathered. 092c008020eb044495cdb50a97a256e9057a89d3 The Open Fields 0 65 141 2023-04-01T18:01:39Z TimorSol 2 Created page with "The open fields stretch out for miles, as far as the eye can see. The vast expanse broken only by the occasional rocky outcropping or small shrub or patch of forest. The land is hilly and barren, with the dry soil cracked and broken by the harsh winds that sweep across the plains. There are multiple rivers that flow from the steppes. <br> Surveying revealed small herds of wild horses and other creatures, grazing on the sparse vegetation. The animals seem to have adapte..." wikitext text/x-wiki The open fields stretch out for miles, as far as the eye can see. The vast expanse broken only by the occasional rocky outcropping or small shrub or patch of forest. The land is hilly and barren, with the dry soil cracked and broken by the harsh winds that sweep across the plains. There are multiple rivers that flow from the steppes. <br> Surveying revealed small herds of wild horses and other creatures, grazing on the sparse vegetation. The animals seem to have adapted well to the harsh environment, their thick coats and sturdy frames making them well-suited to survive the bitter cold. <br> At night, the plains are haunted by swarms of [[Bat-like creatures]]. [[Category: Locations]] 6b06db3548372a09657c4c8b6248ab1118ddcb64 Pony (animal) 0 66 142 2023-04-01T18:02:48Z TimorSol 2 Created page with "Pony is a frog that originates from the [[Stone Path]], but has been moved to the [[Fey Lake]] by one of the adventurers. He has seen many creatures that slither like snails going through his original home." wikitext text/x-wiki Pony is a frog that originates from the [[Stone Path]], but has been moved to the [[Fey Lake]] by one of the adventurers. He has seen many creatures that slither like snails going through his original home. 9f3ed41fb53f3d3e3049befdbad009479badb4d3 143 142 2023-04-01T18:03:06Z TimorSol 2 wikitext text/x-wiki Pony is a frog that originates from the [[Stone Path]], but has been moved to the [[Fey Lake]] by one of the adventurers. He has seen many creatures that slither like snails going through his original home. [[Category: NPC Animals]] 8b9a61e3d29f8b5e0dc1af9dbd3163a177f91aa4 Ontranto Emporius 0 67 145 2023-04-01T20:36:27Z TimorSol 2 Created page with "The owner of [[House of Cards]]. Ontranto is a skilled host who greets his guests with elegance and hospitality. He has a charming personality and is well-spoken and polite. However, there is a sense of malevolence underlying his words and actions, which only Ontranto seems to understand. Despite his amicable demeanor, his sinister intentions are apparent, and he uses them to entice guests to try to outsmart him. Ontranto has a theatrical style of speaking and is animate..." wikitext text/x-wiki The owner of [[House of Cards]]. Ontranto is a skilled host who greets his guests with elegance and hospitality. He has a charming personality and is well-spoken and polite. However, there is a sense of malevolence underlying his words and actions, which only Ontranto seems to understand. Despite his amicable demeanor, his sinister intentions are apparent, and he uses them to entice guests to try to outsmart him. Ontranto has a theatrical style of speaking and is animated with grand hand gestures. He often uses these distractions to cheat guests with loaded dice, stacked decks, or by planting a blackmail note in their pockets. ee5cd90c8a272a9a0b747de37879bdf103faf5fb 147 145 2023-04-01T20:37:11Z TimorSol 2 wikitext text/x-wiki The owner of [[House of Cards]]. Ontranto is a skilled host who greets his guests with elegance and hospitality. He has a charming personality and is well-spoken and polite. However, there is a sense of malevolence underlying his words and actions, which only Ontranto seems to understand. Despite his amicable demeanor, his sinister intentions are apparent, and he uses them to entice guests to try to outsmart him. Ontranto has a theatrical style of speaking and is animated with grand hand gestures. He often uses these distractions to cheat guests with loaded dice, stacked decks, or by planting a blackmail note in their pockets. [[Category: NPC]] 71b05fd8b155d33c07fcba35c94603766d645ac9 House of Cards 0 68 146 2023-04-01T20:36:58Z TimorSol 2 Created page with "The infamous House of Cards gambling hall is a unique building. It is a fabulous two-story structure with a dark wood frame and wooden roof tiles painted in gaudy colors to resemble playing cards. The walls are red paper fitted over wooden frames that can slide to make rooms larger and smaller as needed. <br> Although the building is made from wood, it is seemingly impossible to damage. Anyone who wanders past the door risks becoming lost inside. There are no windows. Da..." wikitext text/x-wiki The infamous House of Cards gambling hall is a unique building. It is a fabulous two-story structure with a dark wood frame and wooden roof tiles painted in gaudy colors to resemble playing cards. The walls are red paper fitted over wooden frames that can slide to make rooms larger and smaller as needed. <br> Although the building is made from wood, it is seemingly impossible to damage. Anyone who wanders past the door risks becoming lost inside. There are no windows. Day or night the light is dim and diffuse, provided by bobbing paper lanterns that float in the air. The floors are laid out in a grid of rectangular panels. Subtle playing card motifs are repeated throughout the interior, on the floor panels, the walls, and the ceiling. <br> Soft music plays through the smokey interior. On any given night, the House of Cards is bustling with patrons playing various games of chance. Glamorous servers keep guests’ drinks filled, run the tables, and collect or distribute winnings. <br> The House of Cards is ran by [[Ontranto Emporius]]. [[Category: Locations]] d05e5f8d0776c65823c3bb2ccfb6d1185d279745 Lycanthropes 0 69 149 2023-04-01T20:45:01Z TimorSol 2 Created page with "Lycanthropes were shapechangers with at least two forms, that of a humanoid and that of a particular kind of animal. In humanoid form, they appeared no different than a typical specimen of that type and their natural life expectancy was the same. Lycanthropes could disguise themselves somewhat through their shape-shifting abilities, either taking on a form almost identical to a humanoid but with subtle details revealing their true nature such as pointed teeth or long fin..." wikitext text/x-wiki Lycanthropes were shapechangers with at least two forms, that of a humanoid and that of a particular kind of animal. In humanoid form, they appeared no different than a typical specimen of that type and their natural life expectancy was the same. Lycanthropes could disguise themselves somewhat through their shape-shifting abilities, either taking on a form almost identical to a humanoid but with subtle details revealing their true nature such as pointed teeth or long fingernails. Similarly, lycanthropes could assume an animal form, which would be a perfect disguise except for the unusual spark of intelligence in their eyes that sometimes gave them away. Some lycanthropes could also take on an intermediate "hybrid form", superficially resembling their humanoid form but with the head of the specific animal whose shape they could also take. <br> <br> The lycantrhopes of Oasis are supposedly working together, and planning/plotting in a cohesive manner, respecting orders and even writing them down in some sort of unique language. First encountered in the [[Old Cemetery]]. [[Category: Lore]] [[Category: Monsters]] 35cd1ddc7ff4669809136a351c0defe6035ea760 Yuan-Ti 0 70 150 2023-04-01T20:52:51Z TimorSol 2 Created page with "Oasis Yuan-Ti are supposedly living as a tribe somewhere south of [[Proto]], inside the jungle. They are snake-like humanoids, with varying amount and degree of snake elements in their bodies, potentially denoting their social status.<br> Different adventurers encountered two Yuan-Ti representatives. [[Murxlax]] and [[Zokiel]]. [[Category: Lore]] [[Category: Monsters]]" wikitext text/x-wiki Oasis Yuan-Ti are supposedly living as a tribe somewhere south of [[Proto]], inside the jungle. They are snake-like humanoids, with varying amount and degree of snake elements in their bodies, potentially denoting their social status.<br> Different adventurers encountered two Yuan-Ti representatives. [[Murxlax]] and [[Zokiel]]. [[Category: Lore]] [[Category: Monsters]] 4e3e55a8421eeeadde32f207f44c4fb1e2073328 Murxlax 0 71 151 2023-04-01T20:58:50Z TimorSol 2 Created page with "A Yuan-ti captured by a [[Bungisngis]] inside the [[Basalt Cave]]. He was traveling north in search for a noble of his tribe, [[Zokiel]]. After release, he guided the party towards a metal dome inside the jungle. He was given a playing card by one of the adventurers as a symbol of peace for future negotiations. [[Category: NPC]]" wikitext text/x-wiki A Yuan-ti captured by a [[Bungisngis]] inside the [[Basalt Cave]]. He was traveling north in search for a noble of his tribe, [[Zokiel]]. After release, he guided the party towards a metal dome inside the jungle. He was given a playing card by one of the adventurers as a symbol of peace for future negotiations. [[Category: NPC]] 232d1e061bffb892363daffd6984e225e3eda20e Zokiel 0 72 152 2023-04-01T21:02:37Z TimorSol 2 Created page with "A Yuan-ti killed by adventurers north of [[Proto]]. According to [[Murxlax]] he went there to find artifacts that would empower him to gain a better social status in his tribe. The [[Yuan-ti]] are not aware of Zokiel's fate. [[Category: NPC]]" wikitext text/x-wiki A Yuan-ti killed by adventurers north of [[Proto]]. According to [[Murxlax]] he went there to find artifacts that would empower him to gain a better social status in his tribe. The [[Yuan-ti]] are not aware of Zokiel's fate. [[Category: NPC]] b688fecb61c1323d41e8aa3d308d559996a59849 153 152 2023-04-01T21:03:15Z TimorSol 2 wikitext text/x-wiki A Yuan-ti killed by adventurers north of [[Proto]]. According to [[Murxlax]] he went there to find artifacts that would empower him to gain a better social status in his tribe. The [[Yuan-Ti]] are not aware of Zokiel's fate. [[Category: NPC]] 8e363968a2e798c56c8a113a6219151587f89ed9 Bungisngis 0 73 154 2023-04-01T21:06:18Z TimorSol 2 Created page with "The creature is a massive creature standing at 14 feet tall, with a stocky build resembling a cross between a cyclops and a [[troll]]. Its skin is covered in moss, rocks, and petrified wood, which help it blend into its surroundings with ease. The creature has one eye in the center of its noseless head and two large tusks protruding from the sides of its mouth, which is full of jagged, yellowish teeth. Due to the size of its tusks and teeth, and its inability to breathe..." wikitext text/x-wiki The creature is a massive creature standing at 14 feet tall, with a stocky build resembling a cross between a cyclops and a [[troll]]. Its skin is covered in moss, rocks, and petrified wood, which help it blend into its surroundings with ease. The creature has one eye in the center of its noseless head and two large tusks protruding from the sides of its mouth, which is full of jagged, yellowish teeth. Due to the size of its tusks and teeth, and its inability to breathe through its nostrils, its mouth is always slightly open, giving it a perpetual grin-like appearance. It moves around like a quadruped, leading with its knuckles, similar to a gorilla.<br> It is somewhat intelligent, but acts like a big brute. [[Category: Monster]] cd2288750ff2f320a171685e78777d4692f2e034 155 154 2023-04-01T21:06:30Z TimorSol 2 wikitext text/x-wiki The creature is a massive creature standing at 14 feet tall, with a stocky build resembling a cross between a cyclops and a [[troll]]. Its skin is covered in moss, rocks, and petrified wood, which help it blend into its surroundings with ease. The creature has one eye in the center of its noseless head and two large tusks protruding from the sides of its mouth, which is full of jagged, yellowish teeth. Due to the size of its tusks and teeth, and its inability to breathe through its nostrils, its mouth is always slightly open, giving it a perpetual grin-like appearance. It moves around like a quadruped, leading with its knuckles, similar to a gorilla.<br> It is somewhat intelligent, but acts like a big brute. [[Category: Monsters]] e920536fae5d05808d4743b58fb03f8a5210bc11 156 155 2023-04-01T21:07:49Z TimorSol 2 wikitext text/x-wiki The creature is a massive creature standing at 14 feet tall, with a stocky build resembling a cross between a cyclops and a [[troll]]. Its skin is covered in moss, rocks, and petrified wood, which help it blend into its surroundings with ease. The creature has one eye in the center of its noseless head and two large tusks protruding from the sides of its mouth, which is full of jagged, yellowish teeth. Due to the size of its tusks and teeth, and its inability to breathe through its nostrils, its mouth is always slightly open, giving it a perpetual grin-like appearance. It moves around like a quadruped, leading with its knuckles, similar to a gorilla.<br> It is somewhat intelligent, but acts like a big brute. This creature was first encountered in the [[Basalt Cave]], where a Bungisngis made his home. The adventurers drove it off without killing it. [[Category: Monsters]] aa8485637c4dba306c78ac59501ac2466621318c Troll 0 74 157 2023-04-01T21:09:42Z TimorSol 2 Created page with "Trolls are monsters that live in all parts of the known world. There are many types of trolls, and while they retain some form of intelligence and wisdom, they usually stick by their brutish ways. It is common knowledge that most trolls hate fire and acid. [[Category: Monsters]]" wikitext text/x-wiki Trolls are monsters that live in all parts of the known world. There are many types of trolls, and while they retain some form of intelligence and wisdom, they usually stick by their brutish ways. It is common knowledge that most trolls hate fire and acid. [[Category: Monsters]] 0e6333763f38e550d5258c16b1eae42f2bca4cfd 158 157 2023-04-01T21:11:38Z TimorSol 2 wikitext text/x-wiki Trolls are monsters that live in all parts of the known world. There are many types of trolls, and while they retain some form of intelligence and wisdom, they usually stick by their brutish ways. It is common knowledge that most trolls hate fire and acid. A troll was encountered and killed by a pack of adventurers in a [[Troll Hut]] near the [[Floating Rocks]]. [[Category: Monsters]] b14593cca5c96036161765ac3b3fb8d3a7bc107e Troll Hut 0 75 159 2023-04-01T21:14:19Z TimorSol 2 Created page with "A [[Troll]] hut was encountered near a low cliff-side, north-west from the [[Floating Rocks]], near a river that flows under them. The Hut was a filthy hole, but provides some security and shelter from the elements. [[Category: Locations]]" wikitext text/x-wiki A [[Troll]] hut was encountered near a low cliff-side, north-west from the [[Floating Rocks]], near a river that flows under them. The Hut was a filthy hole, but provides some security and shelter from the elements. [[Category: Locations]] 364cced88c639cacea5b68f6a174944262962ff6 Basalt Cave 0 76 160 2023-04-01T21:20:38Z TimorSol 2 Created page with "The Basalt Cave is a natural formation, though unnatural in its origin. Basalts are formed by the rapid cooling of basaltic lava, equivalent to gabbro-norite magma, from interior of the crust and exposed at or very close to the surface of Earth. These basalt flows are quite thick and extensive, in which gas cavities are almost absent. There are no signs of any active or inactive volcano nearby, which leads to believe the cave came into existence due to external heat sour..." wikitext text/x-wiki The Basalt Cave is a natural formation, though unnatural in its origin. Basalts are formed by the rapid cooling of basaltic lava, equivalent to gabbro-norite magma, from interior of the crust and exposed at or very close to the surface of Earth. These basalt flows are quite thick and extensive, in which gas cavities are almost absent. There are no signs of any active or inactive volcano nearby, which leads to believe the cave came into existence due to external heat sources that could create staggering temperatures. [[Category: Locations]] [[Category: Lore]] 1a8b690d02cc0aff9a1b37a3c5e0a84eb4b98347 161 160 2023-04-01T21:21:21Z TimorSol 2 wikitext text/x-wiki The Basalt Cave is a natural formation, though unnatural in its origin. Basalts are formed by the rapid cooling of basaltic lava, equivalent to gabbro-norite magma, from interior of the crust and exposed at or very close to the surface of Earth. These basalt flows are quite thick and extensive, in which gas cavities are almost absent. There are no signs of any active or inactive volcano nearby, which leads to believe the cave came into existence due to external heat sources that could create staggering temperatures. <br> The cave was inhabited by a [[Bungisngis]]. [[Category: Locations]] [[Category: Lore]] 867d68d5ea256bf8e86cd444101d063eff393065 Expedition Report 5 0 60 162 148 2023-04-01T21:22:05Z TimorSol 2 wikitext text/x-wiki Date: 21th of Fessuran, 845 PD ==== Report by Marly ==== ==== To the [[The Foresters Camp|Forester Camp]] ==== Party: Dante and his Imp familiar Jet, Thurrim our navigator, Makoto, Juliette and yours truly - Marly. Going West - 1h30 - regular terrain We set off from [[Proto]] with our sights on the forester's camp about a day away - rumors have it weird things have been happening to the workers there. ==== [[Fey Lake|The Lake]] ==== We are quickly diverted on our way as we come upon a lake or pond that was mentioned by a frog in a previous expedition. The animals have a ritual of throwing silver pieces and other shiny offerings in its waters. The lake is rather small and is surrounded by a magical mist that doesn't move with the breeze. A willow tree sits in the center, looking peculiarly like a person. Behind the tree is a cliff face, 20ft tall, which is constantly dripping water into the body of water - seems to be the water's source. On the banks, animals are mingling regardless of whether they’re predator or prey. Coyotes, cats, mice and crabs all cohabitate in harmony. The animals remain chill as Dante approaches them and greets them. The water’s fine. I wade around a little bit and meet a turtle friend. The turtle is thoroughly unafraid, waving its leg to say hi and swimming round. Dante communicates with the turtle - his name is [[Stingislauc (animal)|Stingislauc]]. Apparently turtle names indicate how old they are - Stingislauc is confused as to why Dante only has one name. No one will be able to tell how old he is because of that. Stingislauc tells us the Guardian Tree makes sure the lake is neutral territory for all animals. The only rule is they can’t fuck in the lake. Nothing comes for free… A detect magic spell reveals, as I swim across the lake, that the whole place is absolutely lousy with transmutation magic, the water especially. Many shinies sit at the bottom of the lake: the animal’s offerings. Better not mess with that though - you never know with local superstitions. Especially when they involve a super magical lake. As I continue on, swimming to the tree, each stroke gets easier and easier. Sitting on a rock close to the surface, near the tree, I realise I’ve been getting a little help. My feet are lengthening?? Longer, more flexible toes. Muscular ankles. Beaver-like. Weird, but I won’t pass up the bonus muscles. Maybe I can finally skip leg day. The rest of the team has gone on foot around the lake like a bunch of landlubbers, with a goal of examining the rock face behind the tree. Juliette decides she needs a rock sample from the mysteriously dripping cliff and, after multiple failed attempts to cut the rock with her dagger, the others help her design a very smart (?) system: to lodge the sword in the rock and whack it with a warhammer. This goes about as well as you would expect, and the poor noble lady gets her hands whacked in the process. She loses her grip on the rock and, instead of plummeting into the water, she ends up standing perpendicular on the wall?? Like she has sticky feet or something. Her obvious lie that her family is just into rock climbing fools nobody! She is weird. Jet the imp goes invisibly into the lake's waters and spots a gold lockpick, which he attempts to bring to the surface, but is held back by a watery hand and a voice in his head that says: ''Leave it be, little friend. The river may change its course when it wills.'' Booty like that sitting unattended at the bottom of a lake - too good to be true 🙁 The hand lets go when Jet releases the lockpick. Undeterred, Jet goes back to grab it again, this time offering to trade it for a gold coin, but the hand of water reappears and holds him in its grasp more firmly. When Dante calls Jet to his pocket dimension, the hand, instead of dissolving, swells into a big wave that washes over the tree. In its wake, it leaves a watery looking elf dude sitting on the tree. His cape is made of flowing water and his eyes are molten blue - you get the idea. Juliette greets the elven man in her nobly way. He seems somewhat confused, asking questions such as: “What year is it? Pre or post-divergence?” “Which [[Vaults|vault]] did you take?” (I’ve learned since that the vaults are used by powerful people to keep magical artefacts and powerful knowledge away from other people. Typical.) He also seems confused when none of us seem to recognize him. It turns out he’s some fey lord - I didn’t catch any of his fancypants names (you’d have to ask Juliette) so let’s just call him His Wetness. He watches over the lake and does all the magic here. “Are you sure you’re supposed to be here? Where are the automatons from last time I spoke to one of you?” -> someone mentioned a golem sitting in a river in a previous expedition. Maybe he means that. To Makoto: “Don’t you know it’s not safe here? This whole plane.” “I can see who you are: you’re supposed to be in the fey wilds, back home. What are you doing here?” Makoto then changes into his changeling form, revealing his fey origins, but says he cannot go back and is not sure where the portal he came through is. The Fey Lord offers to write him a letter of recommendation to go back to the fey wild if that’s what’s holding him back. “I think I've been asleep for a little while. Are the old deals still on? I would hate to interfere with things I'm not supposed to interfere with. If your lord or lady wants me to retreat from my task of keeping this lake and water source clear, I can take a break.” -> this dude provides clean water for Proto in exchange for a small fee from the local fauna. Best not mess with him. Juliette tries to get him to spill a vault location. He says you can establish a vault wherever you please, and he is not inclined to give us any further information on the whole process or what existing vaults may be on the island already. As he puts it: “I am vibing in this lake for a very long time. I do not take little trips or chitchats.” Doesn't care about anywhere else but his lake. He gets kinda miffed at our repeated questions and banishes us from talking to him. Says I, Marly, am welcome to stay, on account of my ancestors. I almost take him up on his offer, like a dumbass - hello, he’s fey! He means stay forever. No thanks. ==== On the road ==== Going West - 30 minutes Dante hears the sound of bells - same as the previous time. He sends Jet there to investigate. A perfect circle of trees of different colours. The sound is coming from them. ==== [[River Arch|The Arch]] ==== Going South - 1 hour We come upon a river. The road is easy going, clear from the trees. Past the river, going west for 30 minutes: a massive stone construction sits astride the river. An arch, 30ft tall, run down but standing tall and proud against the ravages of time. Decorative carvings. The arch is obviously ancient, carrying a long, unknown (to us) story. It looks like a door or gate maybe used to stand there. Looking at the state of the rocks around the river bed: the river seems to have been wider at one point - perhaps seasonally? Juliette climbs the arch with her weird spidery ways. At the top, the stone is kinda mushy - moss? A confused pigeon looks at her. She’s walking in pigeon shit. No writing or anything of note, but she can see the bells from there. ==== On the road ==== Going South - 1 hour - regular terrain We come upon another river. Going across the river - 1 hour - regular terrain We come upon a forest grove. [[Ring of Mushrooms|Ring of mushrooms]] in the middle of a small thicket of trees. Makoto sneakily zooms to the mushroom ring. They shimmer ominously, pulsing with otherworldly magic. Weird sensation that the mushrooms are looking at you? Dozens of intriguing whispers. Continuing? I lost track of where we were going here. I think we got a little lost, but don’t tell Thurrim I said that. Jet gets up to a vantage point and sees giant leathery birds in the sky due South, with exotic trees. Going West - 30 minutes - towards mountains The river source: mushy ground. [[Stone Path|Flat rocks]] paving a way across. The rocks are spaced far enough that we need to jump to go from one to the other - not sized for our footsteps. The rocks are going in the same direction we are going. We follow the stepping stones. Covered in moss, intentionally placed. Little frogs live in the marsh in between. Cute landscape but wet. Dante tries to start a conversation with one of the frogs by asking if he knows [[Gorf (animal)|Gorf]] (a frog met on another expedition). It is rude to assume that all frogs know each other. The frog ([[Pony (animal)|Pony]]) says he’s seen people like us - our size but without legs?? More like a snail. He says he’ll help us more if we make him a cloak, so Jet crafts a little hoodie for him. Pony seems initially circumspect but Dante convinces him that he’s going to be ahead of the fashion curve because these are all the rage with the frogs back East. Pony the frog tells us his grandma used to tell him stories not to walk on these rocks because huge people might squash them. The slug / snail people went his left and then the other way (S to N and back S), back the way they came from. ==== [[The Foresters Camp|Forester Camp]] ==== Going North (perpendicular to the mountains) - 2 hours - difficult terrain We finally manage to get back on track! After 8 hours of travel we see a clearing. It is fenced and beyond it are shacks and tents. The camp at last? Holes in the wooden fence A faint smell of wood smoke (2-3 days old campfire). The camp appears to be abandoned. Layer of dust on things - not used in a while. No animals in the camp despite the presence of a cart. Signs of animals having been in the vicinity. Scratch marks from dogs - local fauna took advantage of the camp being abandoned. Hoof prints - the animals fled? 2 animals going in different directions from the camp No drag marks. Main barracks: 14 beds, don’t look lived in for the past week No signs of looting or struggle No personal belongings - nothing of worth Inside the door of the outhouse is a freshly hand-painted poster featuring an Ace of Spades. “Join me in the House of Cards and win your life!” -> Rumours about the foresters playing card games. After surveying the surrounding region and after much befuddlement from Juliette at the concept of bunk beds, we settle in for the night. Through the different night watches, some yellow eyes of wolves are spotted in the forest, but they are easily spooked off. Nothing of note happens. ==== [[House of Cards]] ==== Going West - 2 hours Through the rain, we see a red-orangish glow, like fire but no smoke. We approach and see a structure: 2-stories tall, like cards stacked against each other. Walls made of red paper fitted over wooden frames. No windows. The entrance is shaped like an Ace of Spades. Red paper lanterns float around the building. A soft mutter emanates from it. Jet the Imp goes ahead to scout the place. The muttering is muffled by the sounds of birds. Inside the place are bird cages - a big one shaped like a cross, plus others scattered to the sides, some of them open with birds singing free around the tavern. Gambling tables - dice, cards… A good few patrons, most gambling. Engrossed in the games. Glamorous servers are keeping their glasses filled. The interior is suffused with this dim red light provided by candles and lanterns. Decorated by a subtle playing card motif everywhere. Soft music of which we can’t find the source. Approaching the place is as if someone was pulling at your flaws... [[Ontranto Emporius|A man]] puts a hand on Jet’s shoulder: a golden necklace, beautiful garments, two horns, a mustache curled on both sides, fangs - similar to Dante. He bends on one knee to greet Jet: “You like what you see, little one? Invite your masters next time.” Then pushes him outside. We teleport back to camp with a mind to come back and investigate this place further! ==== The Short Version ==== On our way to the forester camp we found a magical lake that provides clean water for Proto (courtesy of a fey lord), saw the source of the sound of bells, a giant arch of undetermined purpose, a ring of definitely magical mushrooms, and giant stepping stones. The forester camp was found abandoned with a mysterious poster pointing to a House of cards. The House of cards seems to be a gambling den tucked away in the forest where people revel in a charmed state. An unidentified tiefling acts as bouncer to the place. Survey results In the vicinity of the Foresters camp you can bump into: All types of beasts (bears, apes, tigers, dire wolves, giant boars, poisonous snakes and others) [[Lycanthropes]]. Human bandits. [[Yuan-Ti|Humanoids with snake-like legs]]. Huge and Gargantuan lizards to the south. Moving Trees. Occasional monstrosities ([[Ankheg|Ankhegs]], [[Bulette|Bulettes]]) Another camp to the West NW from here are [[The Open Fields|open plains]] [[Category: Expedition Reports]] bf997734139e90b6b11abada6aca11a2a06fb0b4 Ankheg 0 77 163 2023-04-01T21:24:42Z TimorSol 2 Created page with "An ankheg is a large, insectoid creature that typically burrows through the earth. Its segmented body is covered in a tough, chitinous exoskeleton that varies in color from dull brown to greenish-gray. The creature's most striking feature is its long, protruding mandibles, which it uses to grasp and crush its prey. Its multiple legs are jointed and end in sharp claws, which allow it to move rapidly through soil and sand. The ankheg has a large, bulbous head with two pair..." wikitext text/x-wiki An ankheg is a large, insectoid creature that typically burrows through the earth. Its segmented body is covered in a tough, chitinous exoskeleton that varies in color from dull brown to greenish-gray. The creature's most striking feature is its long, protruding mandibles, which it uses to grasp and crush its prey. Its multiple legs are jointed and end in sharp claws, which allow it to move rapidly through soil and sand. The ankheg has a large, bulbous head with two pairs of compound eyes that can see in both low light and full daylight. Its powerful jaws and tough armor make it a formidable opponent for any adventurer. They usually live in underground lairs-hives. [[Category: Monsters]] 6a04765f3734a5da1eb41ca51b8018b462c9f944 Bulette 0 78 164 2023-04-01T21:26:51Z TimorSol 2 Created page with "A bulette is a fearsome monster that resembles a cross between a giant armadillo and a shark. It has a heavily armored body, with tough, scaly plates covering its back and sides. Its head is shaped like a pointed snout, filled with rows of razor-sharp teeth, and its eyes are small and dark. The bulette's powerful legs end in sharp claws, allowing it to tunnel through the earth with ease. It is an incredibly fast and deadly predator, capable of leaping out of the ground t..." wikitext text/x-wiki A bulette is a fearsome monster that resembles a cross between a giant armadillo and a shark. It has a heavily armored body, with tough, scaly plates covering its back and sides. Its head is shaped like a pointed snout, filled with rows of razor-sharp teeth, and its eyes are small and dark. The bulette's powerful legs end in sharp claws, allowing it to tunnel through the earth with ease. It is an incredibly fast and deadly predator, capable of leaping out of the ground to ambush its prey. When it attacks, the bulette's powerful jaws can crush bone and its claws can tear apart even the toughest armor. It is a terrifying sight, and few creatures can stand up to the bulette's ferocity and strength. [[Category: Monsters]] e0e747c56e30126241fd610417d1cb547d92e87a Expedition Report 6 0 79 165 2023-04-01T21:48:51Z TimorSol 2 Created page with "Date: 23th of Fessuran, 845 PD Report by Nicolas We left [[Proto|town]] at 11am due to rain, leaving in the fog, following the river west to the [[Fey Lake|lake]] with the [[Ulorian, the River King|Fey Lord]]. (Never did get that guys name...) Rorin notices things along the way, like marks on the trees about 45 minutes out with an [[Tree Markings|X and a Tombstone]] on it, and starts pointing them out. Another 1 hour and 15 minutes (2 hours total) while on the bank (ea..." wikitext text/x-wiki Date: 23th of Fessuran, 845 PD Report by Nicolas We left [[Proto|town]] at 11am due to rain, leaving in the fog, following the river west to the [[Fey Lake|lake]] with the [[Ulorian, the River King|Fey Lord]]. (Never did get that guys name...) Rorin notices things along the way, like marks on the trees about 45 minutes out with an [[Tree Markings|X and a Tombstone]] on it, and starts pointing them out. Another 1 hour and 15 minutes (2 hours total) while on the bank (easy terrain) we arrive at the lake, the mist around it is very thick. Dante drops off [[Pony (animal)|Pony the Frog]] (and gives him a silver to give to the lake). There is a conversation about what constitutes the lake, vs the shore for reasons of… partying… and then Dante decides to swap the silver out for a gold piece, which Pony tries to eat. Finally Dante takes back the GP and throws Pony and the GP into the lake at the same time. A few of the party, including myself, toss a silver piece into the lake… Just in case not doing so incurs the Fey Lords wrath. Ekanir wades into the lake to swim for about ten minutes and then after that suddenly starts to swim much, much, faster. As he steps out we see some webbing between his fingers and we presume his toes. Jet flies up to see the rocks and scout the terrain ahead. Jet helps guide us around the forest between us and the rocks, directly north from what my senses tell me. RANDOM ENCOUNTER! Rorin is hit by an arrow from over 100 ft away!!!!! A [[Zokiel|giant snake thing]] attacks us, later I recognized it as a [[Yuan-Ti|Yuan-ti]]. I rush forward to attack, but then am hit by a poisoned arrow and go unconscious. I come back awake as Ekanir(?) heals me. Sydri examines the body of the Yuan-Ti after we bring it down and gains “1 broken longbow, 10 arrows, 1 broken scimitar, empty rations sack”, and a “large portion of its hide/scales, and 2 vials of Shape Shifters blood”. The vials they borrowed from my Herbalism kit. Note to self. Get those vials back... MOVING ON About an hour from the lake at a normal walking pace we reach the other river, and to the left we see maaaaaybe 2 miles away the [[Floating Rocks]]. River is flowing from directly West from what I can tell. Crossing here would be “pretty risky and tricky.” “Biggest river anyone has seen as of yet.” There a few dirty jokes alluded at that. I ignore them. We travel on the southern bank of the river and move upstream to the west. The terrain gets pretty bad, and it takes about an hour until we reach the floating rocks. Rock On: Or, the Swole Familiar and how we Learned to Love It. Back in town the prior rock sample had been run through a Detect Magic spell and kicked back a "Transmutation" result. Funky stuff. We pulled out almost all our rope, about 650 ft of it, and tie them end to end in a line. The spare ends get tied to pitons. A section in the middle is looped off as a harness rig. Someone enhances Jet the Familiars Strength, who then becomes... obscenely muscular. Truly a sight to behold. Could sell tickets. Jet flies the mess up with a hammer and with a few mighty swings hammers the pitons into two spots on the rock, spaced to allow for towing. There are comments about Swole Jet. I don't know what they mean. I ignore them. Rorin attaches a Saddle with a Block and Tackle on it that he had rigged and stored in Sydri's Bag of Holding to a tree, and then the bridle assembly to the block and tackle, to test and see how a gradual pull affects it. Ekinar assists, leaning in with his goliath weight. Sudden pressure, then CHING as the Pitons fly as they come free. The rock wobbles in place like a buoy. Jet goes to hit it with a sledge hammer, to no effect. He drops the sledge hammer 200 feet, and tries to push. Nothing. The Sledgehammer shatters upon impact 200ft below. Sydri puts all his gear in his Bag of Hold with all the icky Yuan-Ti gore, and then Swole Jet, looking nervous, picks up Sydri and tries to carry him up. At 50 ft up Sydri reaches to swat something crawling on his nose, causing Jet to drop him. Sydri Feather Falls down. Rorin asks for another rock sample using a pickaxe. A Huge chunk comes off, and the larger piece moves up even further and bobbing more. The chunk that fell shatters into 7 pieces, weighing together about 120 pounds. Appears to be maybe Limestone? Rorin takes a piece about 25 lbs, Ekanir takes 20lbs and Sydri takes the rest. As an experiment, Jet takes the Bag of Holding to the top of the rock and pull out the rocks. The Rock moves down. It also moves down when he stands on it and then tries to fly against it downwards. The Party decides to give up for now. We decide to head north to the Beast tracks. Before heading north, we take a short rest since the rocks proved too stubborn and the Yuan-ti was rather the nuisance. Ekanir has an eagle friend flying around who after a while starts to head near the rocks. Soon we see what looks like hunting dives, but on closer inspection we find the eagle is actually evading a large [[Bat-like creatures|swarm of mosquito like creatures]]! they eventually give up and head back home... INTO THE FLOATING ROCKS! ... We could have brought one of those home? Ugh. Based on prior reports and the recent rainfall we cross the river and head North. It was about 30 minutes north to a treeline, and then we turned east to follow the treeline for another 30 minutes. We find some animal tracks that match. It looks like four medium creatures on four legs, and a big'un to boot, with a tuff of brown fur nearby. Not much else to go on beyond "four toes and loooong claws." Whelp. It's what we came for. Jet turns invisible and flies up into the air. The tracks lead to and from the river and the trees. We need to go into the woods. Jet looks about sees the [[Lighthouse/Darkhouse|Tower to the East]], no much closer than ever before, but this time it blinks every minute or so and turns dark, like some rotating shield of darkness? A... Darkhouse? He tries to help guide us forward. We head north into the forest following the tracks for about and hour and a half. The terrain is bad. It's cold, misty, it's getting dark. We find a [[Crocuta Lair|natural rock formation with a cave in]] it. I don't like it. No one does. Jet goes in to scout. Dante said he and Jet heard Yipping and such, all I know is I saw some [[Crocuta|great murderous beasts]] come rumbling out because we all got used to Jet smelling like Yuan-Ti gore and the wee beasties thought he would be a tasty snack. Rorin did his enbiggening trick and barged in, I managed to snare one with a spelled arrow. Two bleeding more came out for a total of four. I was doin' the math in me head as one or two died when there was a great roar from behind Rorin... Theswerd — 02/27/2023 5:03 AM Turns out these were the cubs. And momma or dadda was none to pleased wi' us. Now, I'll tell ya, I gone down in a fight. No shame to it. But I don't know that I have seen two mighty folk like Rorin and Akenir go down as many times in one fight as they did. They really pissed this thing off. Rorin went down three times and Ekanir twice, and let me tell you I have never been so glad to be a ranged fighter as this day. I don't think me arrows doing as much as they should have, but I don't think I coulda gone tow to claw with this mutha... well... it was a beastie. Even then, we put it on its heels and Dante I think got the kill (the bastard. I haven't to kill anything yet since I been here.) with an eldritch blast as it fled. We skinned the lot, got some teeth, claws, hide... bet that beasties hide would make some fine armor... Teleported home as it was getting dark and we were bled dry. Now I'm off to sleep and to figure out what to do with 650ft of rope. [[Category: Expedition Reports]] a02c4d824cb72c01888260fa5f3b429432746b57 169 165 2023-04-01T21:56:53Z TimorSol 2 wikitext text/x-wiki Date: 23th of Fessuran, 845 PD ==== Report by Nicolas ==== We left [[Proto|town]] at 11am due to rain, leaving in the fog, following the river west to the [[Fey Lake|lake]] with the [[Ulorian, the River King|Fey Lord]]. (Never did get that guys name...) Rorin notices things along the way, like marks on the trees about 45 minutes out with an [[Tree Markings|X and a Tombstone]] on it, and starts pointing them out. Another 1 hour and 15 minutes (2 hours total) while on the bank (easy terrain) we arrive at the lake, the mist around it is very thick. Dante drops off [[Pony (animal)|Pony the Frog]] (and gives him a silver to give to the lake). There is a conversation about what constitutes the lake, vs the shore for reasons of… partying… and then Dante decides to swap the silver out for a gold piece, which Pony tries to eat. Finally Dante takes back the GP and throws Pony and the GP into the lake at the same time. A few of the party, including myself, toss a silver piece into the lake… Just in case not doing so incurs the Fey Lords wrath. Ekanir wades into the lake to swim for about ten minutes and then after that suddenly starts to swim much, much, faster. As he steps out we see some webbing between his fingers and we presume his toes. Jet flies up to see the rocks and scout the terrain ahead. Jet helps guide us around the forest between us and the rocks, directly north from what my senses tell me. RANDOM ENCOUNTER! Rorin is hit by an arrow from over 100 ft away!!!!! A [[Zokiel|giant snake thing]] attacks us, later I recognized it as a [[Yuan-Ti|Yuan-ti]]. I rush forward to attack, but then am hit by a poisoned arrow and go unconscious. I come back awake as Ekanir(?) heals me. Sydri examines the body of the Yuan-Ti after we bring it down and gains “1 broken longbow, 10 arrows, 1 broken scimitar, empty rations sack”, and a “large portion of its hide/scales, and 2 vials of Shape Shifters blood”. The vials they borrowed from my Herbalism kit. Note to self. Get those vials back... MOVING ON About an hour from the lake at a normal walking pace we reach the other river, and to the left we see maaaaaybe 2 miles away the [[Floating Rocks]]. River is flowing from directly West from what I can tell. Crossing here would be “pretty risky and tricky.” “Biggest river anyone has seen as of yet.” There a few dirty jokes alluded at that. I ignore them. We travel on the southern bank of the river and move upstream to the west. The terrain gets pretty bad, and it takes about an hour until we reach the floating rocks. Rock On: Or, the Swole Familiar and how we Learned to Love It. Back in town the prior rock sample had been run through a Detect Magic spell and kicked back a "Transmutation" result. Funky stuff. We pulled out almost all our rope, about 650 ft of it, and tie them end to end in a line. The spare ends get tied to pitons. A section in the middle is looped off as a harness rig. Someone enhances Jet the Familiars Strength, who then becomes... obscenely muscular. Truly a sight to behold. Could sell tickets. Jet flies the mess up with a hammer and with a few mighty swings hammers the pitons into two spots on the rock, spaced to allow for towing. There are comments about Swole Jet. I don't know what they mean. I ignore them. Rorin attaches a Saddle with a Block and Tackle on it that he had rigged and stored in Sydri's Bag of Holding to a tree, and then the bridle assembly to the block and tackle, to test and see how a gradual pull affects it. Ekinar assists, leaning in with his goliath weight. Sudden pressure, then CHING as the Pitons fly as they come free. The rock wobbles in place like a buoy. Jet goes to hit it with a sledge hammer, to no effect. He drops the sledge hammer 200 feet, and tries to push. Nothing. The Sledgehammer shatters upon impact 200ft below. Sydri puts all his gear in his Bag of Hold with all the icky Yuan-Ti gore, and then Swole Jet, looking nervous, picks up Sydri and tries to carry him up. At 50 ft up Sydri reaches to swat something crawling on his nose, causing Jet to drop him. Sydri Feather Falls down. Rorin asks for another rock sample using a pickaxe. A Huge chunk comes off, and the larger piece moves up even further and bobbing more. The chunk that fell shatters into 7 pieces, weighing together about 120 pounds. Appears to be maybe Limestone? Rorin takes a piece about 25 lbs, Ekanir takes 20lbs and Sydri takes the rest. As an experiment, Jet takes the Bag of Holding to the top of the rock and pull out the rocks. The Rock moves down. It also moves down when he stands on it and then tries to fly against it downwards. The Party decides to give up for now. We decide to head north to the Beast tracks. Before heading north, we take a short rest since the rocks proved too stubborn and the Yuan-ti was rather the nuisance. Ekanir has an eagle friend flying around who after a while starts to head near the rocks. Soon we see what looks like hunting dives, but on closer inspection we find the eagle is actually evading a large [[Bat-like creatures|swarm of mosquito like creatures]]! they eventually give up and head back home... INTO THE FLOATING ROCKS! ... We could have brought one of those home? Ugh. Based on prior reports and the recent rainfall we cross the river and head North. It was about 30 minutes north to a treeline, and then we turned east to follow the treeline for another 30 minutes. We find some animal tracks that match. It looks like four medium creatures on four legs, and a big'un to boot, with a tuff of brown fur nearby. Not much else to go on beyond "four toes and loooong claws." Whelp. It's what we came for. Jet turns invisible and flies up into the air. The tracks lead to and from the river and the trees. We need to go into the woods. Jet looks about sees the [[Lighthouse/Darkhouse|Tower to the East]], no much closer than ever before, but this time it blinks every minute or so and turns dark, like some rotating shield of darkness? A... Darkhouse? He tries to help guide us forward. We head north into the forest following the tracks for about and hour and a half. The terrain is bad. It's cold, misty, it's getting dark. We find a [[Crocuta Lair|natural rock formation with a cave in]] it. I don't like it. No one does. Jet goes in to scout. Dante said he and Jet heard Yipping and such, all I know is I saw some [[Crocuta|great murderous beasts]] come rumbling out because we all got used to Jet smelling like Yuan-Ti gore and the wee beasties thought he would be a tasty snack. Rorin did his enbiggening trick and barged in, I managed to snare one with a spelled arrow. Two bleeding more came out for a total of four. I was doin' the math in me head as one or two died when there was a great roar from behind Rorin... Theswerd — 02/27/2023 5:03 AM Turns out these were the cubs. And momma or dadda was none to pleased wi' us. Now, I'll tell ya, I gone down in a fight. No shame to it. But I don't know that I have seen two mighty folk like Rorin and Akenir go down as many times in one fight as they did. They really pissed this thing off. Rorin went down three times and Ekanir twice, and let me tell you I have never been so glad to be a ranged fighter as this day. I don't think me arrows doing as much as they should have, but I don't think I coulda gone tow to claw with this mutha... well... it was a beastie. Even then, we put it on its heels and Dante I think got the kill (the bastard. I haven't to kill anything yet since I been here.) with an eldritch blast as it fled. We skinned the lot, got some teeth, claws, hide... bet that beasties hide would make some fine armor... Teleported home as it was getting dark and we were bled dry. Now I'm off to sleep and to figure out what to do with 650ft of rope. [[Category: Expedition Reports]] 432d1f4433cda247fd5deb131dd3f8431d15f480 Crocuta Lair 0 80 166 2023-04-01T21:50:35Z TimorSol 2 Created page with "The Crocuta Lair is a place where a small herd of Crocutas made their home. The whole place smelled of death and decay, littered with bones and gore of previous victims. The lair was found north of the [[Floating Rocks]], near the coastline. [[Category: Locations]]" wikitext text/x-wiki The Crocuta Lair is a place where a small herd of Crocutas made their home. The whole place smelled of death and decay, littered with bones and gore of previous victims. The lair was found north of the [[Floating Rocks]], near the coastline. [[Category: Locations]] 173273a4a03e5bb1fb055936f7e166857776d912 Crocuta 0 81 167 2023-04-01T21:54:19Z TimorSol 2 Created page with "Crocutas are known for their savage and brutal nature, attacking anything that they perceive as a threat or prey. They are also known to be cunning hunters, often working together in packs to bring down larger prey. Some crocutas are even rumored to possess a degree of intelligence, allowing them to set traps or devise more complex strategies to catch their prey. <Br> The crocuta's forelimbs end in powerful paws with sharp claws, while its hind legs are digitigrade and m..." wikitext text/x-wiki Crocutas are known for their savage and brutal nature, attacking anything that they perceive as a threat or prey. They are also known to be cunning hunters, often working together in packs to bring down larger prey. Some crocutas are even rumored to possess a degree of intelligence, allowing them to set traps or devise more complex strategies to catch their prey. <Br> The crocuta's forelimbs end in powerful paws with sharp claws, while its hind legs are digitigrade and muscular, allowing it to run with great speed and agility. Their eating habits create a unique, bacteria ridden biosystem in their jaws. A creature that was once bitten by a Crocuta Monster can only hope for a miracle cure. <br> No one knows exactly what the origin of these beasts, half hyenas and half wolves, is, but it is said that they are creations of wizards that wanted to make their most prized possessions secure from any external threat. [[Category: Monsters]] c6e0880349de8f40ea53e43c96db692e106476e1 168 167 2023-04-01T21:55:39Z TimorSol 2 wikitext text/x-wiki Crocutas are known for their savage and brutal nature, attacking anything that they perceive as a threat or prey. They are also known to be cunning hunters, often working together in packs to bring down larger prey. Some crocutas are even rumored to possess a degree of intelligence, allowing them to set traps or devise more complex strategies to catch their prey. <Br> The crocuta's forelimbs end in powerful paws with sharp claws, while its hind legs are digitigrade and muscular, allowing it to run with great speed and agility. Their eating habits create a unique, bacteria ridden biosystem in their jaws. A creature that was once bitten by a Crocuta Monster can only hope for a miracle cure. <br> No one knows exactly what the origin of these beasts, half hyenas and half wolves, is, but it is said that they are creations of wizards that wanted to make their most prized possessions secure from any external threat. Sometimes a member of the herd can evolve into a Crocuta Monster, a two-headed creature that is twice the size of a regular specimen. A pack of Crocutas was found in the [[Crocuta Lair]] [[Category: Monsters]] 3018342072f9b99a3f56362560b34dc84443abc7 Expedition Report 7 0 82 170 2023-04-01T22:02:18Z TimorSol 2 Created page with "Date: 24th Fessuran, 845PD ==== Report by: Talaedra ‘Prints’ Liadon ==== I’m but a few days off the ship in this strange place, and I found work already. The group I joined was a curious mix of a couple of fellow elves, a dwarf, and a cleric of the Moonweaver with the ancestry of both. They had a few leads they wanted to follow up on - [[The Lightkeeper's Shack|a shack on the northern shore]] of the estuary; a [[Lighthouse/Darkhouse|tower further up the coast]];..." wikitext text/x-wiki Date: 24th Fessuran, 845PD ==== Report by: Talaedra ‘Prints’ Liadon ==== I’m but a few days off the ship in this strange place, and I found work already. The group I joined was a curious mix of a couple of fellow elves, a dwarf, and a cleric of the Moonweaver with the ancestry of both. They had a few leads they wanted to follow up on - [[The Lightkeeper's Shack|a shack on the northern shore]] of the estuary; a [[Lighthouse/Darkhouse|tower further up the coast]]; and a series of [[Abandoned Port|structures]] on the northern edge of the peninsula - but needed someone experienced in navigation to ensure accuracy. That’s where I came in. With the help of fellow relative newcomer Zulfikar, and guidance from Thurrim the cleric, I led them west along the river for an hour, through a forest of broad-leafed trees (this was clearly important to the party. They were looking for '[[Boldberry Bulb|Boldberry Bulbs]]', which grow only in evergreen forests.). We then turned due north for another hour, eventually meeting a wide and fast-flowing river, at least 80-100 ft across. Waterfalls complicated the crossing, but using a combination of magics and rope, we made it to the north shore without anyone getting swept away (despite several of us falling in), and left the [[Dwarven Falls|makeshift crossing]] in place for the future. From there, we headed due east, skirting a huge, but apparently recently fed snake, reaching the cliffs on the northern side of the estuary. From there, we could see a [[Old Cemetery|cemetery]] on the southern shore. The dwarf, Ruben, levitated above the canopy and made note of two of the points of interest they wanted to investigate: the shack to the north of us, and the tower - more like a lighthouse - to the northeast. Fifteen minutes’ walk northward led us to the structure - more a hovel, lacking any sort of roof and with its walls falling down - but we had been beaten to it. A group of five individuals could be seen searching through the debris inside. Appearing placid, the scribe Zherrias, flanked by Zulfikar, approached and spoke with them, while the rest of us remained as hidden as possible. I missed most of the details of the conversation, however when we made to leave, the group became hostile, grabbing for those inside the floorplate of the building. Moments later, all five strangers dissolved into a red slime and seeped into the rain-drenched floorboards, leaving Zulfikar weakened from the encounter. We decided to leave, but I noted the names given by these…apparitions…to ask after in [[Proto]] later: - Wutgarek, an orc with whom those inside spoke the most - Methild Eilfir, a woman with long black hair - Dwenn ‘the Shark’, a man who notably wore a bright red neckerchief - Doutel Forgeheart, an elf with impairment to his hearing - Shanna, with whom interaction was minimal Thurimm suspects these may have once been real people, whose likenesses have been co-opted by whatever lurks underneath the wreckage, in order to snare more victims. The lighthouse was our next intended destination - but it is unlike any such structure I have seen before. Waves of blinking darkness seemed to emanate from it, distorting the mind. I estimate we made it half-way from the hovel to the distant tower, before I felt a momentary loss of my wits. When I came too, had drawn his dagger and was holding it menacingly. A minute later, Zulfikar seemed to lose himself and attacked Thurrim with his rapier, wounding the man. We quickly determined that these moments of madness coincided with the waves of darkness from the tower. Thurrim experimented with a blindfold and was unaffected by the strange power, but we decided against pressing our luck, lest we all turn on each other. From there, we headed north west, towards the final objective: a series of structures on the northern coast. The climate was noticeably colder as we approached, perhaps due to the winds off the ocean. Granted magical invisibility by Zherrias, I scouted the area: four buildings, overlooking a low cliff, at the bottom of which a half-submerged ship, on its side, could be seen. Inside several of the damaged structures, means of entering a subterranean lair were found. I was injured when, stepping on a broken stone dock, jutting over the water, a sharp protrusion pierced my boot, causing great pain, and a dreadful, debilitating sickness in my veins. Going underground, we found signs of habitation, and traps. Not long after, one of our number heard sounds of pursuit, and we were forced into conflict with an opposing group. Overcoming them was tough, but our party held strong, and vanquished all bar one, who fled. Further investigation led us to a hideout within the body of the capsized ship itself, and we gathered what valuables we could carry, noting a large stash of scrap steel which was immovable by hand, but clearly worth salvaging. Upon our return to Proto, arms full of trinkets, I consider myself lucky to be alive. I am so far from home, but determined to make the most of this opportunity. [[Category: Expedition Reports]] db248459212a72ee9081aec90902bbd89fd71888 Abandoned Port 0 83 171 2023-04-01T22:10:25Z TimorSol 2 Created page with "A set of buildings on the northern parts of the peninsula, west from the [[Lighthouse/Darkhouse]]. The buildings were inhabited by a group of shady humanoids that made this their base of operations. The buildings are all connected with underground corridors, and one of them also leads to a capsized ship that is held on the shore by huge roots. [[Category: Locations]]" wikitext text/x-wiki A set of buildings on the northern parts of the peninsula, west from the [[Lighthouse/Darkhouse]]. The buildings were inhabited by a group of shady humanoids that made this their base of operations. The buildings are all connected with underground corridors, and one of them also leads to a capsized ship that is held on the shore by huge roots. [[Category: Locations]] 53fbbe06f481fa029bee2ec403f4b409110a3a66 Boldberry Bulb 0 84 172 2023-04-01T22:12:46Z TimorSol 2 Created page with "Boldberry Bulb, a vibrant magenta flower that grows in fey-touched evergreen forests. One of the two ingredients for the cure against a disease spread by [[Crocuta|Crocutas]]. [[category: Plants]]" wikitext text/x-wiki Boldberry Bulb, a vibrant magenta flower that grows in fey-touched evergreen forests. One of the two ingredients for the cure against a disease spread by [[Crocuta|Crocutas]]. [[category: Plants]] 57131474702bc7f58d927a92791ffbdfdfbaa0cd Bronzewood 0 2 173 25 2023-04-01T22:13:35Z TimorSol 2 wikitext text/x-wiki ''The branch and acorn you brought me are stuff of legends! It belongs more in fables than in natural science books. This, dear, is bronzewood. Said to be extinct, I've never seen anything like this. Doubt anyone else has, honestly. They are impossible to reproduce without arcane knowledge, and that's been long gone in the ages. A remarkable find! The wood is said to actually be hard as metal, and what's more, it actually is possible to craft things out of it. A druid could even wear it without a fuss, you know? it's wood after all! And if he still doesn't like it, you could stitch the leaves together and make a sorts of leather armor!'' Bronzewood trees look like their regular counterparts, though their bark has a purple tint, and the leaves are similar to bronze metal. As opposed to regular [[Plants|plants]], Bronzewood is extremely hard, as if it was made from metal. Harvesting bronzewood requires to hire a group of specialized foresters for a week. It can be used to craft the following items: ===Bronzewood Armor=== Any armor normally crafted using alloys or metals can be crafted using bronzewood. The resulting armor weighs half as much as normal. Such armor does not cause disadvantage on stealth checks. ===Bronzewood Leaf-Weave Armor=== Any armor normally crafted using hide or leather can be crafted using bronzewood leaves. ===Bronzewood Shields=== Shields crafted from bronzewood weigh half as much as normal. ===Bronzewood Weapons and Ammunition=== Weapons and ammunition crafted from bronzewood weigh half as much as normal ====Crafting==== Working bronzewood is comparable to working unheated steel. As such, it twice as long than normal crafting an item from bronzewood. Furthermore, you expend one set of smith's tools and woodcarver's tools for every 200 gp worth of materials you craft, as the process quickly sunders the tools. ====Rumors==== The sound of Bronzewood lures in rare creatures and calms them down. It is not rare to see a family of beasts spending their evenings listening to the sound of metal leaves rustling. It is also said that Bronzewood is home to invisible creatures, and therefore it is advised to find them and negotiate an agreement to cut any of the trees down, before doing so. [[Category: Plants]] b3656a2d967727e6097ad3b2a28d458549d85139 183 173 2023-04-01T22:49:59Z TimorSol 2 wikitext text/x-wiki ''The branch and acorn you brought me are stuff of legends! It belongs more in fables than in natural science books. This, dear, is bronzewood. Said to be extinct, I've never seen anything like this. Doubt anyone else has, honestly. They are impossible to reproduce without arcane knowledge, and that's been long gone in the ages. A remarkable find! The wood is said to actually be hard as metal, and what's more, it actually is possible to craft things out of it. A druid could even wear it without a fuss, you know? it's wood after all! And if he still doesn't like it, you could stitch the leaves together and make a sorts of leather armor!'' Bronzewood trees look like their regular counterparts, though their bark has a purple tint, and the leaves are similar to bronze metal. As opposed to regular [[Plants|plants]], Bronzewood is extremely hard, as if it was made from metal. Harvesting bronzewood requires to hire a group of specialized foresters for a week. It can be used to craft the following items: ===Bronzewood Armor=== Any armor normally crafted using alloys or metals can be crafted using bronzewood. The resulting armor weighs half as much as normal. Such armor does not cause disadvantage on stealth checks. ===Bronzewood Leaf-Weave Armor=== Any armor normally crafted using hide or leather can be crafted using bronzewood leaves. ===Bronzewood Shields=== Shields crafted from bronzewood weigh half as much as normal. ===Bronzewood Weapons and Ammunition=== Weapons and ammunition crafted from bronzewood weigh half as much as normal ====Crafting==== Working bronzewood is comparable to working unheated steel. As such, it twice as long than normal crafting an item from bronzewood. Furthermore, you expend one set of smith's tools and woodcarver's tools for every 200 gp worth of materials you craft, as the process quickly sunders the tools. ====Rumors==== The sound of Bronzewood lures in rare creatures and calms them down. It is not rare to see a family of beasts spending their evenings listening to the sound of metal leaves rustling. It is also said that Bronzewood is home to invisible creatures, and therefore it is advised to find them and negotiate an agreement to cut any of the trees down, before doing so. [[Category: Plants]] [[Category: Crafting]] a9f90beb88325f2ab8a451bdfb57a518ba7c2088 Obliviax Moss 0 48 174 103 2023-04-01T22:13:56Z TimorSol 2 wikitext text/x-wiki The Memory Eating Moss, Usually called Obliviax Moss, targets any creature that it can "see" within 5 feet of it. For those without a Iron Will, a meeting like this can end in not only memory drain, but even in death. Memory Moss grows on places of former power, where once spellcasters dwelled. It is unheard of for Obliviax to grow outside buildings with residual magic embedded in the structures on which they work. They uniquely possessed the ability to steal the last twenty-four hours of memories from other intelligent creatures within that range. Through this ability they could even steal memorized spells. They preferred to steal the memories of any wizards present, followed by clerics, other forms of spellcasters, and then non-spellcasters. The spell becomes lost to the caster after 24 hours have passed if they do not eat the moss. [[Category: Plants]] 4de39c6865a56a4b821f6ab539b27617106b768a Plants 0 9 175 99 2023-04-01T22:15:07Z TimorSol 2 wikitext text/x-wiki The island is a source of unique flora and fauna. Due to the dormant (or less dormant) magic powers flowing through the Oasis, some specimen can be unique to the island. During expeditions, information of the surrounding flora can be mapped or noticed by adventurers. To see information about plantlife that has been specifically noticed and named, navigate to [[:Category:Plants|the Plants category]] c291debd693e49ad5d0bcb079b6fdbf676e92ac0 Category:Plants 14 85 176 2023-04-01T22:15:31Z TimorSol 2 Created page with "This is a list of Oasis-unique plants." wikitext text/x-wiki This is a list of Oasis-unique plants. 899dda79f8c22d7b2cdaa9e2d74cc9339fd3d0fc Clinger's Aid 0 86 177 2023-04-01T22:18:17Z TimorSol 2 Created page with "A brick-red sunflower that often grows in old ruins and abandoned places, remarkably sturdy. It is a component for the cure against the disease spread by [[Crocuta]] bites. [[Category: Plants]]" wikitext text/x-wiki A brick-red sunflower that often grows in old ruins and abandoned places, remarkably sturdy. It is a component for the cure against the disease spread by [[Crocuta]] bites. [[Category: Plants]] 13af9a997e6aaaa4a6d8753345be235a97ffd179 Dwarven Falls 0 87 178 2023-04-01T22:19:55Z TimorSol 2 Created page with "Named after a couple of dwarves that fell into the river, the Dwarven Falls is a crossing made out of rope and pitons that allow to get to the other side of a river without much risk. It is situated north of the [[Old Cemetery]]. [[Category:Locations]]" wikitext text/x-wiki Named after a couple of dwarves that fell into the river, the Dwarven Falls is a crossing made out of rope and pitons that allow to get to the other side of a river without much risk. It is situated north of the [[Old Cemetery]]. [[Category:Locations]] d21f87e18fe1b54ba3f973a79aecd316558c039c Expedition Report 8 0 88 179 2023-04-01T22:32:25Z TimorSol 2 Created page with "Date: 25th of Fessuran, 845 PD ==== Report by Dante ==== Dante walks into the town square and starts creating images and sounds with Minor Illusion: *An enormous insect creature bursting out of the ground...Rorin getting burned by an acidic substance, barely clingy to life...Jet instantly vaporized...Dante,Juliette, Ruben, and Daisy petrified in horror...* [Record scratch] "Yep, that’s Expedition 8. You’re probably wondering how we got here. Well, it all sta..." wikitext text/x-wiki Date: 25th of Fessuran, 845 PD ==== Report by Dante ==== Dante walks into the town square and starts creating images and sounds with Minor Illusion: *An enormous insect creature bursting out of the ground...Rorin getting burned by an acidic substance, barely clingy to life...Jet instantly vaporized...Dante,Juliette, Ruben, and Daisy petrified in horror...* [Record scratch] "Yep, that’s Expedition 8. You’re probably wondering how we got here. Well, it all started on the morning of the 25th of Fessuran…" ==== [[Fey Lake]] ==== Hoping to discover the location of a fey-touched evergreen forest where the elusive Boldberry Bulb grows, Rorin summoned the King of Rivers, Ulorian. Appearing as a face in a huge wall of water, Ulorian remarked that we are seeking a forest spirit, made some reference to a gust of wind that blew way over my head, and said we should seek the river source and mention his name. ==== [[Bronzewood |Bronzewood Grove]] ==== We decided check out the bells while in the neighborhood. While walking through the woods, Daisy noticed a monstrous feline creature with a set of tentacles and one too many pairs of legs resting in a tree. We quickly spotted three more in the area and tried to sneak around them but they were alerted to our presence. With a combination of magical darkness, illusions, whispers, and Jet shouting infernal curses, we managed to confuse them enough to escape. Still wanting to investigate the source of the bells, we took a longer, curved route to get around the beasts. And are we glad we did! We found an entire grove of metal-like trees that our Lorekeeper has identified as Bronzewood ==== [[River Arch|The Arch]] and [[Purpur's Headwater |Water Source]] ==== Between Jet flying up high and Juliette’s survival skills, we were then able to make it to the Arch over the river. Ruben noticed a very faint aura of conjuration magic. We tried to identify if there was a missing power source, similar to the golem, but we were unsuccessful. We made our way further up the river to get its source, hoping that this is the source [[Ulorian, the River King|Ulorian]] was referring to. We found a huge pile rocks with water slowly being pumped out from underground. Rorin tried to call forth an earth spirit in common and dwarven, but nothing happened. Being fluent in Primordial, I tried Aquan, Auran, Ignan, and finally Terran, and what do you know—a boulder-like earth elemental named [[Purpur]] (make sure you roll those R’s) was underneath our feet! We quickly made sure we were no longer stepping on it or any of its friends. Turns out Purpur and its friends are responsible for building up the pressure that creates the water flow. We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? When asked about the forest spirit, Purpur told us about witches that used to live, uh, I forget where he said. Maybe my Terran isn’t as good as my Ignan. Maybe north of Purpur, near or at a port? When asked about the location of rare metals and ore, Purpur told us about [[Crystal Trees|crystal-like trees]] near the mountains that sit above an ancient mine—these must be the same crystal-like trees that Jet saw in the distance during Jet’s Journeysᵀᴹ Volume 1. Purpur also confirmed that [[Wolfram]] can be found in the mountains where lightning strikes and that there’s always a storm brewing in the mountains. In exchange for all of this information, we promised to bring Purpur back a sample of rare, tasty stone or metal when we find some. I believe Purpur will continue to give us new information with each delivery. ==== [[Marshal the Owl]] ==== We left Purpur and headed past the Forester’s Camp to try to find the giant stepping stones. I know, I know, what could possibly be so interesting about some large rocks? But we have two dwarves in our party, so we had to… Fortunately, we got lost, which set us on a more interesting path! The weather had grown stormy with high winds, so I looked for any birds taking shelter in a tree and found Marshal the Owl. What a smart fellow! He pointed us in the direction of the large stones where the frogs live, and also warned us that those snake-like creatures live in the south. I asked if he needed any help, and he told us that these large, spitting insect creatures are quite the nuisance and cause all the small prey to leave the area. Sounding more fun than looking at rocks, we decide to take care of this nuisance for Marshal. ==== Ankheg Nest ==== We continued on to the location of the Ankheg Nest and found several mounds of earth. Using Minor Illusion to mimic the screaming sounds of tasty prey, Juliette and I lured the bugs out of the ground. We fared well, slaying a number of them, but suddenly the entire ground began to quake. One of the [[Ankheg|ankhegs]] that we had already slain, rose up and shambled over to Rorin, attacking him. Rorin put the creature down again, but then an enormous Mommy Ankheg burst up from the ground and sprayed out of a cone of thick, heavy acid. Poor Jet was instantly vaporized. He’s been through so much since we arrived here. With the help of Ruben’s foresight, Rorin was able to avoid some of the acid, but was brought close to death. The creatures burrowed underground again and we high-tailed it out of there... And before you start asking me about distances, directions, and how long it took to get from blah-blah-blah. We had two cartographers in our group—ask them! [[Category: Expedition Reports]] fdb7d6ee057bed75cc1398b07386c4d1debe9ff7 191 179 2023-04-01T22:55:56Z TimorSol 2 /* Marshal the Owl */ wikitext text/x-wiki Date: 25th of Fessuran, 845 PD ==== Report by Dante ==== Dante walks into the town square and starts creating images and sounds with Minor Illusion: *An enormous insect creature bursting out of the ground...Rorin getting burned by an acidic substance, barely clingy to life...Jet instantly vaporized...Dante,Juliette, Ruben, and Daisy petrified in horror...* [Record scratch] "Yep, that’s Expedition 8. You’re probably wondering how we got here. Well, it all started on the morning of the 25th of Fessuran…" ==== [[Fey Lake]] ==== Hoping to discover the location of a fey-touched evergreen forest where the elusive Boldberry Bulb grows, Rorin summoned the King of Rivers, Ulorian. Appearing as a face in a huge wall of water, Ulorian remarked that we are seeking a forest spirit, made some reference to a gust of wind that blew way over my head, and said we should seek the river source and mention his name. ==== [[Bronzewood |Bronzewood Grove]] ==== We decided check out the bells while in the neighborhood. While walking through the woods, Daisy noticed a monstrous feline creature with a set of tentacles and one too many pairs of legs resting in a tree. We quickly spotted three more in the area and tried to sneak around them but they were alerted to our presence. With a combination of magical darkness, illusions, whispers, and Jet shouting infernal curses, we managed to confuse them enough to escape. Still wanting to investigate the source of the bells, we took a longer, curved route to get around the beasts. And are we glad we did! We found an entire grove of metal-like trees that our Lorekeeper has identified as Bronzewood ==== [[River Arch|The Arch]] and [[Purpur's Headwater |Water Source]] ==== Between Jet flying up high and Juliette’s survival skills, we were then able to make it to the Arch over the river. Ruben noticed a very faint aura of conjuration magic. We tried to identify if there was a missing power source, similar to the golem, but we were unsuccessful. We made our way further up the river to get its source, hoping that this is the source [[Ulorian, the River King|Ulorian]] was referring to. We found a huge pile rocks with water slowly being pumped out from underground. Rorin tried to call forth an earth spirit in common and dwarven, but nothing happened. Being fluent in Primordial, I tried Aquan, Auran, Ignan, and finally Terran, and what do you know—a boulder-like earth elemental named [[Purpur]] (make sure you roll those R’s) was underneath our feet! We quickly made sure we were no longer stepping on it or any of its friends. Turns out Purpur and its friends are responsible for building up the pressure that creates the water flow. We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? When asked about the forest spirit, Purpur told us about witches that used to live, uh, I forget where he said. Maybe my Terran isn’t as good as my Ignan. Maybe north of Purpur, near or at a port? When asked about the location of rare metals and ore, Purpur told us about [[Crystal Trees|crystal-like trees]] near the mountains that sit above an ancient mine—these must be the same crystal-like trees that Jet saw in the distance during Jet’s Journeysᵀᴹ Volume 1. Purpur also confirmed that [[Wolfram]] can be found in the mountains where lightning strikes and that there’s always a storm brewing in the mountains. In exchange for all of this information, we promised to bring Purpur back a sample of rare, tasty stone or metal when we find some. I believe Purpur will continue to give us new information with each delivery. ==== [[Marshal (animal)|Marshal the Owl]]==== We left Purpur and headed past the Forester’s Camp to try to find the giant stepping stones. I know, I know, what could possibly be so interesting about some large rocks? But we have two dwarves in our party, so we had to… Fortunately, we got lost, which set us on a more interesting path! The weather had grown stormy with high winds, so I looked for any birds taking shelter in a tree and found Marshal the Owl. What a smart fellow! He pointed us in the direction of the large stones where the frogs live, and also warned us that those snake-like creatures live in the south. I asked if he needed any help, and he told us that these large, spitting insect creatures are quite the nuisance and cause all the small prey to leave the area. Sounding more fun than looking at rocks, we decide to take care of this nuisance for Marshal. ==== Ankheg Nest ==== We continued on to the location of the Ankheg Nest and found several mounds of earth. Using Minor Illusion to mimic the screaming sounds of tasty prey, Juliette and I lured the bugs out of the ground. We fared well, slaying a number of them, but suddenly the entire ground began to quake. One of the [[Ankheg|ankhegs]] that we had already slain, rose up and shambled over to Rorin, attacking him. Rorin put the creature down again, but then an enormous Mommy Ankheg burst up from the ground and sprayed out of a cone of thick, heavy acid. Poor Jet was instantly vaporized. He’s been through so much since we arrived here. With the help of Ruben’s foresight, Rorin was able to avoid some of the acid, but was brought close to death. The creatures burrowed underground again and we high-tailed it out of there... And before you start asking me about distances, directions, and how long it took to get from blah-blah-blah. We had two cartographers in our group—ask them! [[Category: Expedition Reports]] 44c83bdc481c2d0a2ed465b995e0490af1b15789 192 191 2023-04-01T22:58:46Z TimorSol 2 /* Ankheg Nest */ wikitext text/x-wiki Date: 25th of Fessuran, 845 PD ==== Report by Dante ==== Dante walks into the town square and starts creating images and sounds with Minor Illusion: *An enormous insect creature bursting out of the ground...Rorin getting burned by an acidic substance, barely clingy to life...Jet instantly vaporized...Dante,Juliette, Ruben, and Daisy petrified in horror...* [Record scratch] "Yep, that’s Expedition 8. You’re probably wondering how we got here. Well, it all started on the morning of the 25th of Fessuran…" ==== [[Fey Lake]] ==== Hoping to discover the location of a fey-touched evergreen forest where the elusive Boldberry Bulb grows, Rorin summoned the King of Rivers, Ulorian. Appearing as a face in a huge wall of water, Ulorian remarked that we are seeking a forest spirit, made some reference to a gust of wind that blew way over my head, and said we should seek the river source and mention his name. ==== [[Bronzewood |Bronzewood Grove]] ==== We decided check out the bells while in the neighborhood. While walking through the woods, Daisy noticed a monstrous feline creature with a set of tentacles and one too many pairs of legs resting in a tree. We quickly spotted three more in the area and tried to sneak around them but they were alerted to our presence. With a combination of magical darkness, illusions, whispers, and Jet shouting infernal curses, we managed to confuse them enough to escape. Still wanting to investigate the source of the bells, we took a longer, curved route to get around the beasts. And are we glad we did! We found an entire grove of metal-like trees that our Lorekeeper has identified as Bronzewood ==== [[River Arch|The Arch]] and [[Purpur's Headwater |Water Source]] ==== Between Jet flying up high and Juliette’s survival skills, we were then able to make it to the Arch over the river. Ruben noticed a very faint aura of conjuration magic. We tried to identify if there was a missing power source, similar to the golem, but we were unsuccessful. We made our way further up the river to get its source, hoping that this is the source [[Ulorian, the River King|Ulorian]] was referring to. We found a huge pile rocks with water slowly being pumped out from underground. Rorin tried to call forth an earth spirit in common and dwarven, but nothing happened. Being fluent in Primordial, I tried Aquan, Auran, Ignan, and finally Terran, and what do you know—a boulder-like earth elemental named [[Purpur]] (make sure you roll those R’s) was underneath our feet! We quickly made sure we were no longer stepping on it or any of its friends. Turns out Purpur and its friends are responsible for building up the pressure that creates the water flow. We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? When asked about the forest spirit, Purpur told us about witches that used to live, uh, I forget where he said. Maybe my Terran isn’t as good as my Ignan. Maybe north of Purpur, near or at a port? When asked about the location of rare metals and ore, Purpur told us about [[Crystal Trees|crystal-like trees]] near the mountains that sit above an ancient mine—these must be the same crystal-like trees that Jet saw in the distance during Jet’s Journeysᵀᴹ Volume 1. Purpur also confirmed that [[Wolfram]] can be found in the mountains where lightning strikes and that there’s always a storm brewing in the mountains. In exchange for all of this information, we promised to bring Purpur back a sample of rare, tasty stone or metal when we find some. I believe Purpur will continue to give us new information with each delivery. ==== [[Marshal (animal)|Marshal the Owl]]==== We left Purpur and headed past the Forester’s Camp to try to find the giant stepping stones. I know, I know, what could possibly be so interesting about some large rocks? But we have two dwarves in our party, so we had to… Fortunately, we got lost, which set us on a more interesting path! The weather had grown stormy with high winds, so I looked for any birds taking shelter in a tree and found Marshal the Owl. What a smart fellow! He pointed us in the direction of the large stones where the frogs live, and also warned us that those snake-like creatures live in the south. I asked if he needed any help, and he told us that these large, spitting insect creatures are quite the nuisance and cause all the small prey to leave the area. Sounding more fun than looking at rocks, we decide to take care of this nuisance for Marshal. ==== [[Ankheg Nest]] ==== We continued on to the location of the Ankheg Nest and found several mounds of earth. Using Minor Illusion to mimic the screaming sounds of tasty prey, Juliette and I lured the bugs out of the ground. We fared well, slaying a number of them, but suddenly the entire ground began to quake. One of the [[Ankheg|ankhegs]] that we had already slain, rose up and shambled over to Rorin, attacking him. Rorin put the creature down again, but then an enormous Mommy Ankheg burst up from the ground and sprayed out of a cone of thick, heavy acid. Poor Jet was instantly vaporized. He’s been through so much since we arrived here. With the help of Ruben’s foresight, Rorin was able to avoid some of the acid, but was brought close to death. The creatures burrowed underground again and we high-tailed it out of there... And before you start asking me about distances, directions, and how long it took to get from blah-blah-blah. We had two cartographers in our group—ask them! [[Category: Expedition Reports]] 4ed2bc0f84f3a93f087262650128aaa9fa920751 Purpur's Headwater 0 89 180 2023-04-01T22:43:18Z TimorSol 2 Created page with "A heap of rocks, seemingly put there at random, are in fact a set of Earth elementals of some sorts that are responsible for building up pressure in this particular river. The headwater is just west from the [[River Arch]]. There is a specific elemental called [[Purpur]] that is willing to talk and share his information with characters for a payment in interesting rocks. [[Category: Locations]]" wikitext text/x-wiki A heap of rocks, seemingly put there at random, are in fact a set of Earth elementals of some sorts that are responsible for building up pressure in this particular river. The headwater is just west from the [[River Arch]]. There is a specific elemental called [[Purpur]] that is willing to talk and share his information with characters for a payment in interesting rocks. [[Category: Locations]] b566127c5d325844d3751a76f737533888a78de8 Purpur 0 90 181 2023-04-01T22:47:49Z TimorSol 2 Created page with "Purpur the Earth Elemental is a talkative creature that is willing to share his information (only in Terran) with those that bring him interesting rocks. He and his friends work in the river to creature pressure so that water keeps flowing in this part. [[Category: NPC]]" wikitext text/x-wiki Purpur the Earth Elemental is a talkative creature that is willing to share his information (only in Terran) with those that bring him interesting rocks. He and his friends work in the river to creature pressure so that water keeps flowing in this part. [[Category: NPC]] 71ef04ebcb9ee332564f6b34a325505ac550e978 Wolfram 0 91 182 2023-04-01T22:49:32Z TimorSol 2 Created page with "Not enough is known about the metal, except the fact that it is found where lightnings are frequent. [[Category: Crafting]]" wikitext text/x-wiki Not enough is known about the metal, except the fact that it is found where lightnings are frequent. [[Category: Crafting]] 47640062d1d34618f0d3aea738f523922e7acd2f Category:Crafting 14 92 184 2023-04-01T22:50:33Z TimorSol 2 Created page with "Crafting encompass both the rules and materials that are needed to make new items." wikitext text/x-wiki Crafting encompass both the rules and materials that are needed to make new items. 6bfe8480086b3d2b8e59a0d62ef0e82e864f9a5b Crystal Trees 0 93 185 2023-04-01T22:51:50Z TimorSol 2 Created page with "Seen from afar, the Crystal trees seem to shimmer in the light with all colors of the rainbow. They are supposedly situated at the foot of the [[Mountain Range]]. [[Category: Locations]]" wikitext text/x-wiki Seen from afar, the Crystal trees seem to shimmer in the light with all colors of the rainbow. They are supposedly situated at the foot of the [[Mountain Range]]. [[Category: Locations]] ce3bda1e4785be0320c27317edaa1742068f2552 Marshal (animal) 0 94 186 2023-04-01T22:53:40Z TimorSol 2 Created page with "Marshal is a smart Owl that acts as if he was an owner of a large patch of forest near the [[Stone Path]]. He asked the party to get rid of an [[Ankheg]] problem, but did not anticipate a brood mother to appear. [[Categories: NPC Animal]]" wikitext text/x-wiki Marshal is a smart Owl that acts as if he was an owner of a large patch of forest near the [[Stone Path]]. He asked the party to get rid of an [[Ankheg]] problem, but did not anticipate a brood mother to appear. [[Categories: NPC Animal]] eb64edc42ee15a39dcca2429f5e4444a3b990857 187 186 2023-04-01T22:54:08Z TimorSol 2 wikitext text/x-wiki Marshal is a smart Owl that acts as if he was an owner of a large patch of forest near the [[Stone Path]]. He asked the party to get rid of an [[Ankheg]] problem, but did not anticipate a brood mother to appear. [[Category: NPC Animals]] 2fe1dd9e8d3266fac97e016684cfc6f0385d2105 189 187 2023-04-01T22:55:18Z TimorSol 2 TimorSol moved page [[Marshal the Owl]] to [[Marshal (animal)]] wikitext text/x-wiki Marshal is a smart Owl that acts as if he was an owner of a large patch of forest near the [[Stone Path]]. He asked the party to get rid of an [[Ankheg]] problem, but did not anticipate a brood mother to appear. [[Category: NPC Animals]] 2fe1dd9e8d3266fac97e016684cfc6f0385d2105 Category:NPC Animals 14 95 188 2023-04-01T22:54:48Z TimorSol 2 Created page with "Oasis is home to many creatures, both magical and mundane. This category gathers mundane animals that parties had encounters with." wikitext text/x-wiki Oasis is home to many creatures, both magical and mundane. This category gathers mundane animals that parties had encounters with. 3da5b080798e43c1f6ce61a9347b72ccc8e2f2f4 Marshal the Owl 0 96 190 2023-04-01T22:55:18Z TimorSol 2 TimorSol moved page [[Marshal the Owl]] to [[Marshal (animal)]] wikitext text/x-wiki #REDIRECT [[Marshal (animal)]] d1cce7dc8b32bc3a596b58539e702caa6d19a7b7 Ankheg Nest 0 97 193 2023-04-01T23:00:22Z TimorSol 2 Created page with "Located south of [[The Foresters Camp]], the nest is set in a natural formation that looks like a crater or termite nest. It is unsure how the internal nest looks like. [[Category: Locations]]" wikitext text/x-wiki Located south of [[The Foresters Camp]], the nest is set in a natural formation that looks like a crater or termite nest. It is unsure how the internal nest looks like. [[Category: Locations]] cd1f887bf1657f24bb31e5f8f5a7ac8f68b79eac Expedition Report 9 0 98 194 2023-04-01T23:02:38Z TimorSol 2 Created page with "Rorin woke with a start to join this latest expedition, as it seems that many had that same problem. sadly, upon joining up with the group just at the bronzewood, on account of the dwarven stature, the party was still missing one of the originally intended party members (Rorin will check in with Daisy when he returns to [[Proto]]). apparently the party were interacting with something or someone, but Rorin never saw anything. anyway, we then remember where we were intendi..." wikitext text/x-wiki Rorin woke with a start to join this latest expedition, as it seems that many had that same problem. sadly, upon joining up with the group just at the bronzewood, on account of the dwarven stature, the party was still missing one of the originally intended party members (Rorin will check in with Daisy when he returns to [[Proto]]). apparently the party were interacting with something or someone, but Rorin never saw anything. anyway, we then remember where we were intending to head, and start heading south from the [[Bronzewood|bronzewood]]. We return to the river in which the lovely stone archway spans, and realize how long we have been traveling, and take a look around. the river south of us, was close enough, and head to that following river. we notice along the southern river, there is a pair of EXTREMELY large trees. we investigate it, and find out that it is a pair of trees that were enhanced by magic possibly? but they were grown with their roots and the limbs of the tree creating a bridge to span the river. very interesting, but not made of stone. sad... <br> after a few more hours of slightly aimless(we got lost, alright) and a change in weather, with heavy winds, we make it to the [[The Foresters Camp|forester's camp]] to spend the night, and rest after a full day of travel. we search around, and notice that the tools are gone. nothing left of value or reference to the forester's that were previously, besides the Shithouse with the [[House of Cards]] poster placed on it and the cabin they built. (odd place for a poster. why the Shithouse...) after getting settled for the night, the winds and rain turned into a storm right outside. Marly, enjoying their time in the rain and wind for a moment, then became a tree branch in the wind, hitting the cabin wall, going unconscious. Rorin hears this, and goes to investigate what happened, and almost gets dragged off himself. A strong storm, came out of nowhere, and continues. <br> Rorin swells in size so as to not be a kite in the wind, uses his dwarven low center of gravity to get Marly back into the cabin, with keeping the cabin door closed with use of pitons and a rope, with a taut-line hitch. Marly is revived with a slap of a healing word from Juliette. shortly after, lightning strikes multiple times, uncomfortably close, there is a scent of burnt air/ozone present, and the crackle of lightning. it is a bit brighter outside, as we see lights? Rorin opens the door enough to see outside, and gets blasted with a bolt of lightning. FROM A LIVING LIGHTNING BOLT CREATURE. taking that to the chest, while standing in the way of the door, fighting starts, and is a bit hairy. Thurrim's benevolent twilight emanates and soothes the nerves a bit, and Rorin charges and confronts the [[Living Lightning|living lightning]]. Apparently, they cannot harm each other, with their lightning. i have tried. their turned out to be 2 of them. after 12 seconds, the creatures were able to bring low the mountain(sized) dwarf. Marly, maybe due to Rorin dragging them in, came to Rorin's aid with a touch of vitality(1hp, which i don't blame them for). Rorin stands, realizes the dire situation, and throws Marly 20 feet away, saying, "RUN". spells, and insults(Juliette) harry these lightning creatures, and still they persist. far to the west, in the forest beyond the camp, a head and shoulders of a creature is visible in the dark, with the flashing of lightning. Rorin has a moment of realizing what this is. He bellows out in Giant, "THE STORM IS ALIVE". with aid of Thurrim and Juliette, the creature's attention was caught, and they head our way. a couple of Magic Missiles, and a very well placed Guiding Bolt cause the creatures to finally still and our distress is abated for a moment. out of the edge of the woods, the face and shoulders, and now the rest of the creature now visible, makes for a dream come true for Rorin. <br> Rorin's thought as to what was going on was somewhat accurate, in his mind, as this is a prime example of a [[Storm Giant]] in their great majesty. an attempt at parlay was made, but not acknowledged, as they referred to us a something to the effect of disgusting lowborn. they take the bodies of the living lightning into a satchel of their own, and rebuke the party with a gale of wind, knocking Marly and Juliette out, and walking north east, probably to the ruins of the floating castle referenced before, which we assume is the floating rocks. Thurrim is able to revive them, with a few simple healing spells, and realize this storm is not something we are equipped to weather. we return, bruised, battered, and barely breathing for some, and rest for the night in Proto. 6ba3f3119d84e9ff74f1948dc4854ae8340f78cd 198 194 2023-04-01T23:06:43Z TimorSol 2 wikitext text/x-wiki Date: 26th of Fessuran, 845 PD ==== Report by Rorin ==== Rorin woke with a start to join this latest expedition, as it seems that many had that same problem. sadly, upon joining up with the group just at the bronzewood, on account of the dwarven stature, the party was still missing one of the originally intended party members (Rorin will check in with Daisy when he returns to [[Proto]]). apparently the party were interacting with something or someone, but Rorin never saw anything. anyway, we then remember where we were intending to head, and start heading south from the [[Bronzewood|bronzewood]]. We return to the river in which the lovely stone archway spans, and realize how long we have been traveling, and take a look around. the river south of us, was close enough, and head to that following river. we notice along the southern river, there is a pair of EXTREMELY large trees. we investigate it, and find out that it is a pair of trees that were enhanced by magic possibly? but they were grown with their roots and the limbs of the tree creating a bridge to span the river. very interesting, but not made of stone. sad... <br> after a few more hours of slightly aimless(we got lost, alright) and a change in weather, with heavy winds, we make it to the [[The Foresters Camp|forester's camp]] to spend the night, and rest after a full day of travel. we search around, and notice that the tools are gone. nothing left of value or reference to the forester's that were previously, besides the Shithouse with the [[House of Cards]] poster placed on it and the cabin they built. (odd place for a poster. why the Shithouse...) after getting settled for the night, the winds and rain turned into a storm right outside. Marly, enjoying their time in the rain and wind for a moment, then became a tree branch in the wind, hitting the cabin wall, going unconscious. Rorin hears this, and goes to investigate what happened, and almost gets dragged off himself. A strong storm, came out of nowhere, and continues. <br> Rorin swells in size so as to not be a kite in the wind, uses his dwarven low center of gravity to get Marly back into the cabin, with keeping the cabin door closed with use of pitons and a rope, with a taut-line hitch. Marly is revived with a slap of a healing word from Juliette. shortly after, lightning strikes multiple times, uncomfortably close, there is a scent of burnt air/ozone present, and the crackle of lightning. it is a bit brighter outside, as we see lights? Rorin opens the door enough to see outside, and gets blasted with a bolt of lightning. FROM A LIVING LIGHTNING BOLT CREATURE. taking that to the chest, while standing in the way of the door, fighting starts, and is a bit hairy. Thurrim's benevolent twilight emanates and soothes the nerves a bit, and Rorin charges and confronts the [[Living Lightning|living lightning]]. Apparently, they cannot harm each other, with their lightning. i have tried. their turned out to be 2 of them. after 12 seconds, the creatures were able to bring low the mountain(sized) dwarf. Marly, maybe due to Rorin dragging them in, came to Rorin's aid with a touch of vitality(1hp, which i don't blame them for). Rorin stands, realizes the dire situation, and throws Marly 20 feet away, saying, "RUN". spells, and insults(Juliette) harry these lightning creatures, and still they persist. far to the west, in the forest beyond the camp, a head and shoulders of a creature is visible in the dark, with the flashing of lightning. Rorin has a moment of realizing what this is. He bellows out in Giant, "THE STORM IS ALIVE". with aid of Thurrim and Juliette, the creature's attention was caught, and they head our way. a couple of Magic Missiles, and a very well placed Guiding Bolt cause the creatures to finally still and our distress is abated for a moment. out of the edge of the woods, the face and shoulders, and now the rest of the creature now visible, makes for a dream come true for Rorin. <br> Rorin's thought as to what was going on was somewhat accurate, in his mind, as this is a prime example of a [[Storm Giant]] in their great majesty. an attempt at parlay was made, but not acknowledged, as they referred to us a something to the effect of disgusting lowborn. they take the bodies of the living lightning into a satchel of their own, and rebuke the party with a gale of wind, knocking Marly and Juliette out, and walking north east, probably to the ruins of the floating castle referenced before, which we assume is the floating rocks. Thurrim is able to revive them, with a few simple healing spells, and realize this storm is not something we are equipped to weather. we return, bruised, battered, and barely breathing for some, and rest for the night in Proto. 74068ee1bd9f71252389992c3d35b379d0e90c82 Living Lightning 0 99 195 2023-04-01T23:03:24Z TimorSol 2 Created page with "A living lightning, as the name says, is a creature build of lightning. They are usually an effect of rampaging storms mixed with powerful residue magic auras. [[Category: Monsters]]" wikitext text/x-wiki A living lightning, as the name says, is a creature build of lightning. They are usually an effect of rampaging storms mixed with powerful residue magic auras. [[Category: Monsters]] c98aff5c5a4d038f8c19f1edffac6686a052f34e Storm Giant 0 100 196 2023-04-01T23:05:05Z TimorSol 2 Created page with "Only one such creature was seen. Storm Giants are one of the largest and most powerful giant breeds, standing over 20 feet tall. They have blue-gray skin and long white or blue hair, and are often adorned with jewelry or elaborate clothing. As their name suggests, they have control over storms, and can summon lightning bolts and fierce winds. They are typically peaceful, but can become violent if threatened. It is unusual for them to notice humanoids as equals. Categ..." wikitext text/x-wiki Only one such creature was seen. Storm Giants are one of the largest and most powerful giant breeds, standing over 20 feet tall. They have blue-gray skin and long white or blue hair, and are often adorned with jewelry or elaborate clothing. As their name suggests, they have control over storms, and can summon lightning bolts and fierce winds. They are typically peaceful, but can become violent if threatened. It is unusual for them to notice humanoids as equals. [[Category: NPC]] a00f08ffab8737723c9a008569963690bd6b4aad Category:NPC 14 101 197 2023-04-01T23:05:41Z TimorSol 2 Created page with "Some monsters and creatures can be both Monsters and Allies. The category lists those creatures, that can be both." wikitext text/x-wiki Some monsters and creatures can be both Monsters and Allies. The category lists those creatures, that can be both. 9be58fe2c0b81080aa221ea39d637d430375a7a3 Expedition Report 10 0 102 199 2023-04-01T23:12:11Z TimorSol 2 Created page with "Date: 27th of Fessuran, 845 PD Report by Karadin We travelled south to the coast, where we saw the Shrine to the west, then followed the rocky shore west to the mouth of a river then upstream to a [[Fallen Log crossing|fallen log]] that partially bridged it. Thurrim slipped while crossing the last bit, but we were able to get a rope to him - hauling him back in was more challenging. Eventually arriving at the [[Coastal Shrine|Shrine]], Karadin enjoyed the view over th..." wikitext text/x-wiki Date: 27th of Fessuran, 845 PD Report by Karadin We travelled south to the coast, where we saw the Shrine to the west, then followed the rocky shore west to the mouth of a river then upstream to a [[Fallen Log crossing|fallen log]] that partially bridged it. Thurrim slipped while crossing the last bit, but we were able to get a rope to him - hauling him back in was more challenging. Eventually arriving at the [[Coastal Shrine|Shrine]], Karadin enjoyed the view over the ocean but definitely didn't paint it while others investigated. "The most metal thing here is Valries." There may be a piece of the fallen pillar in the ocean below the shrine. Reaching another river, we travelled upstream for a bit to a place where the river slowed despite being narrower - clearly not natural! Rorin got big and heaved several [[Rorin's Crossing|boulders into the river]] to create a ford of sorts - Rock on! Karadin discovered a silvery magical aura on the entire riverbed, which appeared to be one continuous stone. We spotted the arch upriver, potentially invalidating previous maps - or does the river move?? Cutting southeast, we spotted a Very Large Toad chilling but chose not to engage. Returning to the coast, we had some amazing views which again Were Not Painted! Much talk of beer. Valries spotted some rock formations, possibly pillars, further down the coast, something moving, [[Basalt Cave|and maybe a cave]]. Thurrim created a lovely little hut for us to camp in. Overnight, all the weirdos came out! There was a reddish glowing mist floating over the sea, a #@$ Loch Ness Monsterreared its (value judgment deleted) head from the sea, and a #$ [[Manticore|nightmare]] descended on us with No. Warning. Absolutely None. According to the guy on watch!! A lion with bat wings, spiked tail, and waaaay too many teeths batted at the dome for a bit before flying off while I discreetly #&$ myself. Keep an eye on the skies!!! Reaching another [[Rocky Estuary|river estuary]] we found several 'shinies' (broken glass / ceramic shards) in the surf, as well as a few intact amphorae amongst the moss and algae. A pair of horses were restrained by seaweed, and Rorin and Karadin were 'moved' to rescue them. Thurrim suppressed that 'movement' with a calm emotions spell, and they were revealed as kelpies wanting to drown us - Unable to ambush, they legged it (kelped it?) out to sea. Keep an eye on the water too!!! With the drowning threat avoided, we found several blue & gold bottles / amphorae floating in the surf, sealed with an iris flower in wax... Most contained red wine gone to vinegar, but two were filled with coin, and Rorin recovered a few from below the surface that were still good wine. Continuing south, the weather grew ever warmer as the terrain sloped upwards, until we reached a basalt formation of "pillars" that Valries had previously sighted, despite no other sign of volcanic activity - more weird! Entering a cave, we found a small herd of aurochs, and the sound of giggles. A tripwire dropped a boulder on Thurrim that then rolled to block the cave entrance. [[Bungisngis|A massive giggling creature]] eventually revealed itself, and a fight ensued. Magic was weird here! Otherwise, I don't remember much of the details - everything got pretty red! However, at some point, Rorin started talking to the thing in some language the rest of us didn't know, and stopped fighting... At that point, the Thing jumped over us (Rorin & Karadin) and grabbed us (protectively?) Combat over??? Valries recovered a red flower from the cave wall, then moved to investigate deeper in the cave, enraging the creature again. It fled the cavern, yelling loudly, while I tried to understand what was going on... Some of my companions chased after it, although it seemed that we had caused the renewed hostilities? Karadin is confused... I think I missed some things here, but there was a huge pile of bones - both humanoid (some with huge jaws and canines) and fish - containing some crude gold-plated Ouroboros bracelets, a baker's dozen of serrated teeth suitable for arrowheads, and driftwood. There was also a hanging iron cage that looked too delicately crafted for the creature that lived here to have made, holding an [[Murxlax|odd creature with snakes for hands]], seemingly alive! ce432e45e13a7255e126e75832df5af64ed01219 Manticore 0 103 200 2023-04-01T23:13:41Z TimorSol 2 Created page with "A manticore is a fearsome creature with the body of a lion, the wings of a dragon, and a scorpion-like tail that can launch a volley of poisonous quills. Its leonine face features sharp teeth and a pair of goat-like horns. Manticores are fiercely territorial and will attack any intruders, using their powerful jaws and claws to tear apart their prey. They are intelligent creatures and can often understand several languages. It is however their constant drive to dominate t..." wikitext text/x-wiki A manticore is a fearsome creature with the body of a lion, the wings of a dragon, and a scorpion-like tail that can launch a volley of poisonous quills. Its leonine face features sharp teeth and a pair of goat-like horns. Manticores are fiercely territorial and will attack any intruders, using their powerful jaws and claws to tear apart their prey. They are intelligent creatures and can often understand several languages. It is however their constant drive to dominate that makes them formidable opponents in battle. [[Category: Monsters]] 75da1c453a57db6b4ecf532257d2c0e62a0ad4e4 Expedition Report 10 0 102 201 199 2023-04-01T23:14:01Z TimorSol 2 wikitext text/x-wiki Date: 27th of Fessuran, 845 PD Report by Karadin We travelled south to the coast, where we saw the Shrine to the west, then followed the rocky shore west to the mouth of a river then upstream to a [[Fallen Log crossing|fallen log]] that partially bridged it. Thurrim slipped while crossing the last bit, but we were able to get a rope to him - hauling him back in was more challenging. Eventually arriving at the [[Coastal Shrine|Shrine]], Karadin enjoyed the view over the ocean but definitely didn't paint it while others investigated. "The most metal thing here is Valries." There may be a piece of the fallen pillar in the ocean below the shrine. Reaching another river, we travelled upstream for a bit to a place where the river slowed despite being narrower - clearly not natural! Rorin got big and heaved several [[Rorin's Crossing|boulders into the river]] to create a ford of sorts - Rock on! Karadin discovered a silvery magical aura on the entire riverbed, which appeared to be one continuous stone. We spotted the arch upriver, potentially invalidating previous maps - or does the river move?? Cutting southeast, we spotted a Very Large Toad chilling but chose not to engage. Returning to the coast, we had some amazing views which again Were Not Painted! Much talk of beer. Valries spotted some rock formations, possibly pillars, further down the coast, something moving, [[Basalt Cave|and maybe a cave]]. Thurrim created a lovely little hut for us to camp in. Overnight, all the weirdos came out! There was a reddish glowing mist floating over the sea, a #@$ Loch Ness Monsterreared its (value judgment deleted) head from the sea, and a #$ [[Manticore|nightmare]] descended on us with No. Warning. Absolutely None. According to the guy on watch!! A lion with bat wings, spiked tail, and waaaay too many teeths batted at the dome for a bit before flying off while I discreetly #&$ myself. Keep an eye on the skies!!! Reaching another [[Rocky Estuary|river estuary]] we found several 'shinies' (broken glass / ceramic shards) in the surf, as well as a few intact amphorae amongst the moss and algae. A pair of horses were restrained by seaweed, and Rorin and Karadin were 'moved' to rescue them. Thurrim suppressed that 'movement' with a calm emotions spell, and they were revealed as kelpies wanting to drown us - Unable to ambush, they legged it (kelped it?) out to sea. Keep an eye on the water too!!! With the drowning threat avoided, we found several blue & gold bottles / amphorae floating in the surf, sealed with an iris flower in wax... Most contained red wine gone to vinegar, but two were filled with coin, and Rorin recovered a few from below the surface that were still good wine. Continuing south, the weather grew ever warmer as the terrain sloped upwards, until we reached a basalt formation of "pillars" that Valries had previously sighted, despite no other sign of volcanic activity - more weird! Entering a cave, we found a small herd of aurochs, and the sound of giggles. A tripwire dropped a boulder on Thurrim that then rolled to block the cave entrance. [[Bungisngis|A massive giggling creature]] eventually revealed itself, and a fight ensued. Magic was weird here! Otherwise, I don't remember much of the details - everything got pretty red! However, at some point, Rorin started talking to the thing in some language the rest of us didn't know, and stopped fighting... At that point, the Thing jumped over us (Rorin & Karadin) and grabbed us (protectively?) Combat over??? Valries recovered a red flower from the cave wall, then moved to investigate deeper in the cave, enraging the creature again. It fled the cavern, yelling loudly, while I tried to understand what was going on... Some of my companions chased after it, although it seemed that we had caused the renewed hostilities? Karadin is confused... I think I missed some things here, but there was a huge pile of bones - both humanoid (some with huge jaws and canines) and fish - containing some crude gold-plated Ouroboros bracelets, a baker's dozen of serrated teeth suitable for arrowheads, and driftwood. There was also a hanging iron cage that looked too delicately crafted for the creature that lived here to have made, holding an [[Murxlax|odd creature with snakes for hands]], seemingly alive! [[Category: Expedition Reports]] c93336b83a5a7d0989c30656fe967f5814f172ed Rorin's Crossing 0 104 202 2023-04-02T07:49:30Z TimorSol 2 Created page with "Situated roughly between the [[River Arch]] and the ocean, or nearly directly south from the [[Fey Lake]] the crossing is a set of boulders set in the river by a adventurer to safely traverse the current. [[Category: Locations]]" wikitext text/x-wiki Situated roughly between the [[River Arch]] and the ocean, or nearly directly south from the [[Fey Lake]] the crossing is a set of boulders set in the river by a adventurer to safely traverse the current. [[Category: Locations]] abfd3d06d118c2a21e7f275ca0b3f5be6fdb41b8 Fallen Log crossing 0 105 203 2023-04-02T07:55:25Z TimorSol 2 Created page with "A fallen log has been found near the bend of a river that flows from the [[Fey Lake]] and through the spot where [[The Golem]] is. The log is big enough to use a rope to connect to the other side of it, making it a convenient crossing. [[Category: Locations]]" wikitext text/x-wiki A fallen log has been found near the bend of a river that flows from the [[Fey Lake]] and through the spot where [[The Golem]] is. The log is big enough to use a rope to connect to the other side of it, making it a convenient crossing. [[Category: Locations]] f1cef16aaa51dd3246ce7d74cf2ce03fbd168cc8 Rocky Estuary 0 106 204 2023-04-02T07:59:23Z TimorSol 2 Created page with "The estuary is broad and water here seems to seep towards the ocean using the biggest surface it can, hence making the river easy to cross at this point. The estuary is located south from the [[Beached Whale]]. It is also home to [[Kelpie|Kelpies]], that use the rocky terrain as a natural hunting ground. If one would look upstream, they could notice the [[Tree Bridge]] a couple of miles away. [[Category: Locations]]" wikitext text/x-wiki The estuary is broad and water here seems to seep towards the ocean using the biggest surface it can, hence making the river easy to cross at this point. The estuary is located south from the [[Beached Whale]]. It is also home to [[Kelpie|Kelpies]], that use the rocky terrain as a natural hunting ground. If one would look upstream, they could notice the [[Tree Bridge]] a couple of miles away. [[Category: Locations]] cc8fc8aa6ba9e8293c58ab110cc950c490236737 Kelpie 0 107 205 2023-04-02T08:02:19Z TimorSol 2 Created page with "A kelpie can appear as a tangle of slimy, dark green seaweed on the surface of the water. The seaweed has a subtle shimmer that catches the light, giving it an almost otherworldly appearance. Upon inspection, one would notice that the seaweed seems to be alive, with a set of glowing eyes peering out from within the tangle. As a predator, the kelpie uses this disguise to lure unsuspecting prey into the water, where it can drag them down to a watery grave. <br> Kelpies are..." wikitext text/x-wiki A kelpie can appear as a tangle of slimy, dark green seaweed on the surface of the water. The seaweed has a subtle shimmer that catches the light, giving it an almost otherworldly appearance. Upon inspection, one would notice that the seaweed seems to be alive, with a set of glowing eyes peering out from within the tangle. As a predator, the kelpie uses this disguise to lure unsuspecting prey into the water, where it can drag them down to a watery grave. <br> Kelpies are water-dwelling fey creatures and posses an ability to lure their victims into the water. [[Category: Monsters]] 9e4e173467fd1feafeb6052dd641a346117e106a Tree Bridge 0 108 206 2023-04-02T08:04:41Z TimorSol 2 Created page with "The bridge appears to be made entirely of gnarled and twisted tree roots, tightly woven together to form a sturdy and reliable crossing. The roots are thick and have grown in a complex and intricate pattern, creating a natural archway overhead. Some of the roots have grown together to form handrails, providing a secure grip for anyone crossing the bridge. The whole structure seems to have been here for centuries, with moss and lichen growing on its surface, giving it a w..." wikitext text/x-wiki The bridge appears to be made entirely of gnarled and twisted tree roots, tightly woven together to form a sturdy and reliable crossing. The roots are thick and have grown in a complex and intricate pattern, creating a natural archway overhead. Some of the roots have grown together to form handrails, providing a secure grip for anyone crossing the bridge. The whole structure seems to have been here for centuries, with moss and lichen growing on its surface, giving it a weathered and ancient appearance. The bridge sways gently with each step, creaking and groaning as if it has a life of its own. Despite its organic construction, the bridge feels surprisingly solid and stable underfoot. It is situated a couple of miles away from the [[Rocky Estuary]], and allows adventurers to cross one of the rivers that has its source near the [[Stone Path]]. [[Category: Locations]] 16218645d9a2da78f3ba3df75e59052af70e6762 Bronzewood Grove 0 109 207 2023-04-02T08:13:04Z TimorSol 2 Created page with "This particular patch of forest can be heard from a distance, as a pleasant chiming fills the air. The leafs that grow on the trees are made from a substance that acts like metal, and every wind blow produces a interesting sound effect. When it rains, the sound of the wind rustling through the bronzewood leaves is like a symphony, and the scent of the wood is a heady mixture of earthy musk and sweet spice. The patch of trees is unique for Oasis, as Bronzewood was thought..." wikitext text/x-wiki This particular patch of forest can be heard from a distance, as a pleasant chiming fills the air. The leafs that grow on the trees are made from a substance that acts like metal, and every wind blow produces a interesting sound effect. When it rains, the sound of the wind rustling through the bronzewood leaves is like a symphony, and the scent of the wood is a heady mixture of earthy musk and sweet spice. The patch of trees is unique for Oasis, as Bronzewood was thought to be only a rumor. Bronzewood [[Bronzewood|can be used for crafting.]] <br> The little spot is home to a tribe of small creatures that hide inside the rocks and bark when they can. They can be lured out with music. The forest patch is found just west from the [[Fey Lake]]. [[Category: Locations]] de8929f5b68bc3890f0759159b6230b0f95d9410 Expedition Report 11 0 110 208 2023-04-02T08:18:48Z TimorSol 2 Created page with "Date: 29th of Fessuran, 845 PD ==== Report by Sydri ==== Members: Lydan, Prints, Ruben, Sydri, Zulfikar Goals: Survey bronzewood grove, map landmarks, explore west Journey to the Bronzewood Grove Our adventure began with clear skies and low winds, favourable conditions for sailing. Tragically, we did not go sailing and instead followed the river west from [[Proto]]. Around 45 minutes in, we encountered the well-known [[Tree Markings|tree marked with an X]] that denot..." wikitext text/x-wiki Date: 29th of Fessuran, 845 PD ==== Report by Sydri ==== Members: Lydan, Prints, Ruben, Sydri, Zulfikar Goals: Survey bronzewood grove, map landmarks, explore west Journey to the Bronzewood Grove Our adventure began with clear skies and low winds, favourable conditions for sailing. Tragically, we did not go sailing and instead followed the river west from [[Proto]]. Around 45 minutes in, we encountered the well-known [[Tree Markings|tree marked with an X]] that denotes the [[Old Cemetery|northern graveyard]], and we continued to venture west. After about 2 hours of travelling, we arrived at the lake of [[Ulorian, the River King|Ulorian]], the fey lord. Unfortunately, he did not seem to be present at the time. I still have yet to meet the chap, although I don't expect we'd get on too well. In the middle of [[Fey Lake|the lake]], there was a willow tree with some kind of human face in it. Maybe that was him. Bit of an ugly fellow. We continued westward past the lake, set on journeying to the [[Bronzewood Grove]]. During this time, we found ourselves in the unfortunate circumstance of an ambush from [[Displacer Beast|displacer beasts]], one of which was albino. We made quick work of the beasts, and I spent 30 minutes carving them up for later crafting. Quite a shame, really. I don't think the stains will ever come out of this coat. After resting for an hour, we returned to our mission and set off toward the Bronzewood Grove, arriving roughly 4.5 hours after the expedition began. I must say, the trees were rather peculiar, even for someone from the Feywild such as myself. The bark had a rather violet tint, and the leaves were coppery and metallic. I believe it was either Zulfikar or Prints who tried to take a sample, but they were seemingly overcome with a bout of weakness and were unable to complete the task. Perhaps they were up all night partying the night before. This younger generation is turning out to be a real tragedy from what I've seen. Exploring Westward Eventually we travelled to the western side of the Bronzewood Grove and left the area. It seems to have a radius of around 250 feet. 2 hours after leaving the grove, we found a patch of small rocks that seemingly produced water into a small creek. The [[Floating Rocks|floating rocks]] could be seen roughly 3 miles away to the northeast. The odd wizard fellow (Ruben, I think their name was) was so kind as to levitate me into the sky for a view of the surrounding area. I could see the Bronzewood Grove to the east, another [[Standing Rock Headwaters|rock-water source]] to the south and slightly to the west, and to the north there was a river and a rather large cliff. To the west, there was another 1-2 miles of forest that eventually [[The Open Fields|opened into plains]]. There were visible [[Mountain Range|mountains]] in the distance, with a faint opalescent shimmering near the base. The wind seemed to be picking up slightly. We spent another hour travelling west and eventually arrived at the open plains. Zulfikar mucked about in some shrubbery and came back with a dead rabbit while Ruben and I calculated the distance between our previously-visited landmarks. We conducted a survey of wildlife in the area, discovering this much: - Common beasts such as bears and direwolves - Evidence of humanoids and flying creatures - Huge buglike creatures that walk on 2 legs - More [[Crocuta|crocutas]] - Some kind of ginormous bull creature - Spiders. I don't know whether these were giant spiders or regular spiders. Just spiders. We decided to set up camp for the night, with Prints taking watch. He noticed some [[Bat-like creatures|bat-like]] creatures flying over the plains, but the night was otherwise uneventful. To the North! The next day, we set out toward the cliff we spotted earlier, travelling north and slightly east. After 45 minutes, we came across a river. The [[Floating Rocks|floating rocks]] were clearly visible downstream. The water was rather murky and it all smelled rather gross, which we quickly discovered was being caused by a group of rather engorged mosquitoes feasting on the corpse of an elk. It was truly a grotesque display. I hate bugs. Our day was made significantly worse by a sudden and [[Storm|heavy storm]] coming down from the mountains, but in a shocking twist of events, we safely made it across the river and managed to avoid the mosquitoes. We arrived at the cliff edge, around a mile from the river, and began searching for shelter from the storm. We discovered a small, primitive hut beneath the cliff that looked to be the perfect shelter, but upon investigating further, a [[Troll|troll]] emerged and attacked. We were at a severe disadvantage due to the rain dousing most fires and the wind interfering with our ranged attacks, but we managed to slay the creature. I was quite tempted to return to my old ways and burn the hut down with it, but we needed the shelter to wait out the storm. After the storm subsided, we travelled to the floating rocks, and from there we trekked for 2 hours toward [[Dwarven Falls|dwarf falls]] before safely returning to Proto. [[Category: Expedition Reports]] 4c37a902a0424ceda3e3994349926cf517671282 211 208 2023-04-02T08:28:06Z TimorSol 2 wikitext text/x-wiki Date: 29th of Fessuran, 845 PD ==== Report by Sydri ==== Members: Lydan, Prints, Ruben, Sydri, Zulfikar Goals: Survey bronzewood grove, map landmarks, explore west Journey to the Bronzewood Grove Our adventure began with clear skies and low winds, favourable conditions for sailing. Tragically, we did not go sailing and instead followed the river west from [[Proto]]. Around 45 minutes in, we encountered the well-known [[Tree Markings|tree marked with an X]] that denotes the [[Old Cemetery|northern graveyard]], and we continued to venture west. After about 2 hours of travelling, we arrived at the lake of [[Ulorian, the River King|Ulorian]], the fey lord. Unfortunately, he did not seem to be present at the time. I still have yet to meet the chap, although I don't expect we'd get on too well. In the middle of [[Fey Lake|the lake]], there was a willow tree with some kind of human face in it. Maybe that was him. Bit of an ugly fellow. We continued westward past the lake, set on journeying to the [[Bronzewood Grove]]. During this time, we found ourselves in the unfortunate circumstance of an ambush from [[Displacer Beast|displacer beasts]], one of which was albino. We made quick work of the beasts, and I spent 30 minutes carving them up for later crafting. Quite a shame, really. I don't think the stains will ever come out of this coat. After resting for an hour, we returned to our mission and set off toward the Bronzewood Grove, arriving roughly 4.5 hours after the expedition began. I must say, the trees were rather peculiar, even for someone from the Feywild such as myself. The bark had a rather violet tint, and the leaves were coppery and metallic. I believe it was either Zulfikar or Prints who tried to take a sample, but they were seemingly overcome with a bout of weakness and were unable to complete the task. Perhaps they were up all night partying the night before. This younger generation is turning out to be a real tragedy from what I've seen. Exploring Westward Eventually we travelled to the western side of the Bronzewood Grove and left the area. It seems to have a radius of around 250 feet. 2 hours after leaving the grove, we found a patch of small rocks that seemingly produced water into a small creek. The [[Floating Rocks|floating rocks]] could be seen roughly 3 miles away to the northeast. The odd wizard fellow (Ruben, I think their name was) was so kind as to levitate me into the sky for a view of the surrounding area. I could see the Bronzewood Grove to the east, another [[Standing Rock Headwaters|rock-water source]] to the south and slightly to the west, and to the north there was a river and a rather large cliff. To the west, there was another 1-2 miles of forest that eventually [[The Open Fields|opened into plains]]. There were visible [[Mountain Range|mountains]] in the distance, with a faint opalescent shimmering near the base. The wind seemed to be picking up slightly. We spent another hour travelling west and eventually arrived at the open plains. Zulfikar mucked about in some shrubbery and came back with a dead rabbit while Ruben and I calculated the distance between our previously-visited landmarks. We conducted a survey of wildlife in the area, discovering this much: - Common beasts such as bears and direwolves - Evidence of humanoids and flying creatures - Huge buglike creatures that walk on 2 legs - More [[Crocuta|crocutas]] - Some kind of ginormous bull creature - Spiders. I don't know whether these were giant spiders or regular spiders. Just spiders. We decided to set up camp for the night, with Prints taking watch. He noticed some [[Bat-like creatures|bat-like]] creatures flying over the plains, but the night was otherwise uneventful. To the North! The next day, we set out toward the cliff we spotted earlier, travelling north and slightly east. After 45 minutes, we came across a river. The [[Floating Rocks|floating rocks]] were clearly visible downstream. The water was rather murky and it all smelled rather gross, which we quickly discovered was being caused by a group of rather engorged mosquitoes feasting on the corpse of an elk. It was truly a grotesque display. I hate bugs. Our day was made significantly worse by a sudden and [[Storm|heavy storm]] coming down from the mountains, but in a shocking twist of events, we safely made it across the river and managed to avoid the mosquitoes. We arrived at the cliff edge, around a mile from the river, and began searching for shelter from the storm. We discovered a small, [[Troll Hut|primitive hut]] beneath the cliff that looked to be the perfect shelter, but upon investigating further, a [[Troll|troll]] emerged and attacked. We were at a severe disadvantage due to the rain dousing most fires and the wind interfering with our ranged attacks, but we managed to slay the creature. I was quite tempted to return to my old ways and burn the hut down with it, but we needed the shelter to wait out the storm. After the storm subsided, we travelled to the floating rocks, and from there we trekked for 2 hours toward [[Dwarven Falls|dwarf falls]] before safely returning to Proto. ==== Report by Prints: ==== Five days after the jaunt around the northern peninsula, I was brought on board an expedition looking to survey the area beyond a lake with which many of the town are familiar. We followed the river due west from [[Proto]] to the river’s source, stopping to fill canteens, before continuing. Not fifteen minutes later, we found ourselves surrounded by three [[Displacer Beast|monstrous cats]]: two with silky, blue-black fur, and one albino - each with far too many limbs, to boot. However, the strangest thing about them was how light seemed to bend around the beasts, making them damn near impossible to hit. Clearly outpaced though, we made a stand; Zulfikar and the tinkerer Sydri’s construct Three held the monstrosities up close while the rest of us peppered them with projectiles and magic. I myself slew two, despite taking a hefty slap from one of the albino’s tentacle-like appendages for my troubles. Whilst gathering our wits, Sydri harvested a hide, claws, and tentacles from the cats, before we again headed further west. After an hour’s travel, during which we passed through a [[Bronzewood Grove|grove of bronzewood trees]], we found a small creek which ran north east towards some now iconic [[Floating Rocks|floating rocks]], the talk of many of Proto’s denizens. The group triangulated the area via Ruben’s always handy levitation magic, allowing us to spot: another river source due south, flowing from a pile of rocks; a rock formation due north; and two more miles of forest due west. There were also glints from the south west; likely a reported locale of crystal trees, I was told. Continuing due west for another hour, we indeed reached the edge of the forest, which gave way to an expansive, [[The Open Fields|hill-covered plain]]. We went no further, instead spending the rest of the day mapping landmarks, surveying, and foraging. Myself and the archer Lydan took note of the local fauna. In the forest, nothing unexpected - large beasts and animals like wolves, bears, tigers - but on the plains, some entities of note: winged creatures, able to traverse the terrain at speed, including griffins; boar, elk, and large quadrupedal beasts of burden, and possibly an enormous bull. We also saw signs of [[Crocuta|crocuta]], two-legged insectoids, and arachnids. Our work completed, we settled under cover for the night. I took first watch; the night sky in Oasis is unlike anything from back home. I noted the movements of bat-like creatures over the plains, diving toward some unfortunate prey, but otherwise the night passed without incident. In the morning, we head north-east-north towards the previously-noted rock formation. After three quarters of an hour, we encounter a shallow, narrow river with a towhead, from which a strong smell of decay and rot emanates - as well as the sound of buzzing. We spot a swarm of unnaturally large mosquitoes feeding on the remains of a deer, and steer clear, fording the river with ease. We do, however, note a rapid change in weather; [[Storm|a storm]], approaching from the mountains. Given reports of similar, near-deadly activity from a previous expedition, we make haste, trading caution for speed. Hoping to find shelter in a cave of some kind at the outcropping, we find only solid rock. We do see smoke rising nearby, and rush for the [[Troll Hut|potential shelter]] as the storm breaks, pelting us with rain. In our desperation, I called out to the occupant - but without warning, found myself knocked flying by a powerful back-hand. The lights of the Moonweaver's Ribbons flash before me - I was surely moments from death - then crystallising into the form of a hulking, odious [[Troll|troll]] above me. Were it not for the magics of the dwarf Ruben lifting my flailing form out of its grasp, I would surely have perished. Rallying strongly, we eventually forced the troll back into its hut, where it finally perished, cowering. We found little of value, other than the head of some poor, unfortunate dwarf (gods rest his soul). Our appetites for adventure sated for the moment - and with another expedition setting out on the morrow - we made our way back to Proto, following the river past the floating rocks, to the [[Dwarven Falls|Dwarf Falls]], and then south and east to the town. [[Category: Expedition Reports]] 4dc3865411b9e54debe0aaa2ec4a7a81d7e5aac9 Displacer Beast 0 111 209 2023-04-02T08:20:11Z TimorSol 2 Created page with "Displacer beasts are feline creatures with sleek, muscular bodies covered in a midnight-black fur. But their most notable feature is their ability to displace their image, causing them to appear several feet away from their actual position. This makes them extremely difficult to hit in combat, as their attackers are left swinging at nothing but empty air. Their six legs end in sharp, retractable claws, allowing them to leap great distances with ease. Two tentacles protru..." wikitext text/x-wiki Displacer beasts are feline creatures with sleek, muscular bodies covered in a midnight-black fur. But their most notable feature is their ability to displace their image, causing them to appear several feet away from their actual position. This makes them extremely difficult to hit in combat, as their attackers are left swinging at nothing but empty air. Their six legs end in sharp, retractable claws, allowing them to leap great distances with ease. Two tentacles protrude from their shoulders, tipped with bony spikes that can be used to deliver a powerful strike. Displacer beasts are highly intelligent and fiercely territorial. <br> They also seem to be lured to the sound of made by the trees in the [[Bronzewood Grove]]. [[Category: Monsters]] f294d5fbf4586040fadc03d1a9cfcc0e9c4b160d Standing Rock Headwaters 0 112 210 2023-04-02T08:22:58Z TimorSol 2 Created page with "Seen from afar, the massive rock was a source of water for a river traveling northwards, situated in [[The Open Fields]]. [[Category: Locations]]" wikitext text/x-wiki Seen from afar, the massive rock was a source of water for a river traveling northwards, situated in [[The Open Fields]]. [[Category: Locations]] 1aafdec7afb9c3abef2fbea7f60b1b2866e699d5 Expedition Report 12 0 113 212 2023-04-02T08:38:09Z TimorSol 2 Created page with "Date: 2nd Quen’pillar, 845PD ==== Report by Prints ==== Footprints in Oasis - The journal of Talaedra ‘Prints’ Liadon Upon returning to Proto, Sydri and I reconnected with Thurrim to strategise for the following day’s intended expedition to the ruined hovel on the northern peninsula, and the [[Lighthouse/Darkhouse|dark-emitting tower]] on the headland. Joined by the dwarf Rorin, and his friend - a strange, if charismatic individual selling membership to a mutu..." wikitext text/x-wiki Date: 2nd Quen’pillar, 845PD ==== Report by Prints ==== Footprints in Oasis - The journal of Talaedra ‘Prints’ Liadon Upon returning to Proto, Sydri and I reconnected with Thurrim to strategise for the following day’s intended expedition to the ruined hovel on the northern peninsula, and the [[Lighthouse/Darkhouse|dark-emitting tower]] on the headland. Joined by the dwarf Rorin, and his friend - a strange, if charismatic individual selling membership to a mutual benefit co-operative called [[TOMB]] - we planned how we might burn the slime creature in the basement of the hovel. As it transpired, the gods willed the skies to open over this strange land, extinguishing our pyromantic ambitions - literally. Nevertheless, the rain-soaked trudge to the shack was otherwise without incident, with Thurrim this time enabling us to walk over the river at the [[Dwarven Falls|Dwarf Falls]] (after a great deal of ‘discussion’ about the weight of a nearby log) before continuing on to the coast, and then our first destination. As we approached (with all the stealth of a rampaging aurochs), we again saw several figures picking through [[The Lightkeeper's Shack|the ruins]]. This time however, upon seeing familiar faces amongst our group, ‘they’ knew they could not trick us, and we watched as each figure made its way behind the building’s one remaining stone pillar, presumably to melt into the space below. I knew it was not him; Zulfikar was safely back in Proto when we left this morning. Not only that, but the imp Jet saw the very same facsimile on a night-time recce of the darktower not two nights ago. Simultaneously, Dante heard the voice of other adventurers from [[Proto]] calling from above; yet another ruse. Moving carefully, we sprung the trap waiting for us: a large, transparent ooze, taking up the entirety of the room’s entrance, seeking to engulf us. Growing to near twice his size, Rorin charged in, drawing the ooze’s attention. Simultaneously, a collection of corrosive [[Grey Ooze|grey molds]] dropped from the ceiling, attacking the party en masse. These beings were no joke; I’m not ashamed to say I was knocked unconscious by the acidic, arm-like attack from one of these things, but the steady presence of Thurrim brought me back to my sense, and I was able to skewer one dead with my sword, before dropping a second with an extreme prejudicial arrow. Alas, the red entity that is facilitating these worryingly accurate replicas withdrew before we could seek retribution - but we did not leave this place empty-handed. Amongst the residue of the large [[Gelatinous Cube|gelatinous ooze]], the imp found a leather hat embedded with a light-emitting crystal. Upon donning it, the spectral form of a man wearing that same headpiece appeared before us. Speaking in an archaic dialect of elvish, we learned he had died some 335 years ago in this basement - a workshop - when Oasis was tended to by a cadre of powerful wizards, seeking to hide from the gods. This man - one [[The Lightkeeper|Ezekiel Amos]] - claimed to be the 'Lightkeeper,' the appointed warden of the tower. It apparently did not always send out waves of darkness; it is supposed to guide ships safely into port, but its purpose has been corrupted, likely by his former assistant, an oblex named [[Gloop]]. This sentient, devilishly intelligent ooze is now - he suspects - utilising the lighthouse's mechanisms for his own nefarious purposes. Why this thing was entrusted to assist with the tower's operations I do not know, but I have no doubt that it is behind our troubles in this area, and more preparation and careful planning will be required to unseat it. Besides the tower, Ezekiel expanded on several elements of Oasis he regarded off-handedly: [[The Beacons|the beacon system]], [[Portals|a way to travel quickly]] between fixed points in Oasis; [[The Asylums|the zoos,]] which housed creatures of interest (including the snake people sighted to the south); several [[Vaults|storage facilities]], the nearest of which is near the rivers to the west; and a system of caverns we understand to be located near the [[Crystal Trees|crystal trees]]. He seemed keen to speak further of the tower to wizards specifically: he indicated that they would best understand what would be required to reactivate the device (something to do with preparing a moonstone and a fire core?), and how the artifact now sitting on the imp's head can be used in maintaining the lighthouse once reactivated. To that end, it would be worth bringing Ruben and Zherrias back here to see if they can get more out of him about this. After a difficult fight, we did not make the darkhouse in the end, and instead return to Proto - richer in knowledge, certainly, if not coin. [[Category: Expedition Reports]] 6254f9279ab2e5019447c225f99ce292eeb22a01 220 212 2023-04-02T09:23:39Z TimorSol 2 wikitext text/x-wiki Date: 2nd Quen’pillar, 845PD ==== Report by Prints ==== Footprints in Oasis - The journal of Talaedra ‘Prints’ Liadon Upon returning to Proto, Sydri and I reconnected with Thurrim to strategise for the following day’s intended expedition to the ruined hovel on the northern peninsula, and the [[Lighthouse/Darkhouse|dark-emitting tower]] on the headland. Joined by the dwarf Rorin, and his friend - a strange, if charismatic individual selling membership to a mutual benefit co-operative called [[TOMB]] - we planned how we might burn the slime creature in the basement of the hovel. As it transpired, the gods willed the skies to open over this strange land, extinguishing our pyromantic ambitions - literally. Nevertheless, the rain-soaked trudge to the shack was otherwise without incident, with Thurrim this time enabling us to walk over the river at the [[Dwarven Falls|Dwarf Falls]] (after a great deal of ‘discussion’ about the weight of a nearby log) before continuing on to the coast, and then our first destination. As we approached (with all the stealth of a rampaging aurochs), we again saw several figures picking through [[The Lightkeeper's Shack|the ruins]]. This time however, upon seeing familiar faces amongst our group, ‘they’ knew they could not trick us, and we watched as each figure made its way behind the building’s one remaining stone pillar, presumably to melt into the space below. I knew it was not him; Zulfikar was safely back in Proto when we left this morning. Not only that, but the imp Jet saw the very same facsimile on a night-time recce of the darktower not two nights ago. Simultaneously, Dante heard the voice of other adventurers from [[Proto]] calling from above; yet another ruse. Moving carefully, we sprung the trap waiting for us: a large, transparent ooze, taking up the entirety of the room’s entrance, seeking to engulf us. Growing to near twice his size, Rorin charged in, drawing the ooze’s attention. Simultaneously, a collection of corrosive [[Grey Ooze|grey molds]] dropped from the ceiling, attacking the party en masse. These beings were no joke; I’m not ashamed to say I was knocked unconscious by the acidic, arm-like attack from one of these things, but the steady presence of Thurrim brought me back to my sense, and I was able to skewer one dead with my sword, before dropping a second with an extreme prejudicial arrow. Alas, the red entity that is facilitating these worryingly accurate replicas withdrew before we could seek retribution - but we did not leave this place empty-handed. Amongst the residue of the large [[Gelatinous Cube|gelatinous ooze]], the imp found a leather hat embedded with a light-emitting crystal. Upon donning it, the spectral form of a man wearing that same headpiece appeared before us. Speaking in an archaic dialect of elvish, we learned he had died some 335 years ago in this basement - a workshop - when Oasis was tended to by a cadre of powerful wizards, seeking to hide from the gods. This man - one [[The Lightkeeper|Ezekiel Amos]] - claimed to be the 'Lightkeeper,' the appointed warden of the tower. It apparently did not always send out waves of darkness; it is supposed to guide ships safely into port, but its purpose has been corrupted, likely by his former assistant, an oblex named [[Gloop]]. This sentient, devilishly intelligent ooze is now - he suspects - utilising the lighthouse's mechanisms for his own nefarious purposes. Why this thing was entrusted to assist with the tower's operations I do not know, but I have no doubt that it is behind our troubles in this area, and more preparation and careful planning will be required to unseat it. Besides the tower, Ezekiel expanded on several elements of Oasis he regarded off-handedly: [[The Beacons|the beacon system]], [[Portals|a way to travel quickly]] between fixed points in Oasis; [[The Asylums|the zoos,]] which housed creatures of interest (including the snake people sighted to the south); several [[Vaults|storage facilities]], the nearest of which is near the rivers to the west; and a system of caverns we understand to be located near the [[Crystal Trees|crystal trees]]. He seemed keen to speak further of the tower to wizards specifically: he indicated that they would best understand what would be required to reactivate the device (something to do with preparing a moonstone and a fire core?), and how the artifact now sitting on the imp's head can be used in maintaining the lighthouse once reactivated. To that end, it would be worth bringing Ruben and Zherrias back here to see if they can get more out of him about this. After a difficult fight, we did not make the darkhouse in the end, and instead return to Proto - richer in knowledge, certainly, if not coin. ==== Report by Rorin: ==== Rorin, Dante, Thurrim, Prints, and Sydri head north to the [[The Lightkeeper's Shack|shack]] west of the [[Lighthouse/Darkhouse|lighthouse]], with interest in searching it, after the events of the previous adventure of Jet, the Imp. Jet had mentioned that he saw a few members of other expeditions present at the shack, but was unsure of why or how. upon arriving, Rorin notes that the stonework is nearly 300 years old, very degraded, and would require to be rebuilt from the ground up. there were many figures in the ruins, but upon getting closer, they seemed to have disappeared into the stonework. Rorin notes a load-bearing pillar in the south of the building, but nothing of real note on the upper floor. after the figures disappear, we find a floorboard that is relatively creaky. as Rorin tries to look into the stone pillar more, Dante decides to SHATTER it, and the floorboards. this opens up the room below. Rorin's outlook on Dante has diminished slightly, but that is due to his true Dwarven Pride being tested, by DESTROYING THE STONEWORK. we spend some time looking down corridors that have been unearthed by the shatter, and find many rooms, one of which had statues and another with a [[Gelatinous Cube|gelatinous cube]]. I will return to the cube in a moment. on the way to said room, we find a rock in the corridor, with Dante requesting that the Dwarf overlook it, as it is not as interesting as the room ahead, which had the cube. We walk in, and a few traps were laid, with mind-boggling effectiveness, that didn't help our effort. Rorin becomes a bit charmed, and then finds that one of the previous expeditions party members was here?? Zulfikar? Don't know them, but have heard of them. anyway, Rorin sees them in the back of the room, with the cube, while the cube is trying to attack him, which he cuts to pieces, very easily, and sees there are other [[Grey Ooze|slimey creatures]] that send mental blasts. not fun. <br> After a few rounds, Rorin finds out that Dante has had a person show up BEHIND HIM, FROM THE ROCK IN THE CORRIDOR Dwarven Grumble if only that was investigated like Rorin was wanting... oh well. we understand that the creature that came out of the rock was another creature of slime. he/they?? tried and succeeded on charming Dante, to have Dante come closer to them. it was short lived due to our wonderful cleric, Thurrim. despite the creature's attempt, the trap was sprung, but the tide had turned. the one known as Zulfikar had dissolved into a puddle, and the one that charmed Dante ran away. after which, we investigated the place. Pay no mind to the problem of a GIANT DWARF squeezing through small corridors to remove a boulder. we find a miner's hat? [[The Lightkeeper|the keeper of the lighthouse]]'s hat, within the cube. it seems he had died in it? but upon handling it, the spirit had apparated next to it, speaking in GOD AWFUL elvish, the snooty bastard. they refer to the region as being curated by wizards, with having a few [[Vaults|warehouses]] and [[The Asylums|zoos]]? He also references the piping that is throughout this installation. he said that he had a master craftsman do the work, but that allowed a creature of slime to move around without too much problem. probably the reason the trap was so well set. He also reveals that the slimey bastard in the lighthouse is known as [[Gloop]]? but they had "hired" him so as to make the transfer of consciousness and information very easy. as if he dissolves their bodies, and takes their minds information. I do not have a want to return to a conversation with this previous keeper, as he seemed too pretentious for my liking. [[Category: Expedition Reports]] 8f8bd96402b178f906cff935d7ce37f6653fd79e TOMB 0 114 213 2023-04-02T09:05:32Z TimorSol 2 Created page with "TOMB is short for ''Treaty of Magical Benefits''. It was established by the fiend Jet and his acolyte, Dante. Anyone in TOMB can borrow an item from TOMB. If two or more members on the same expedition want to use the same item, they can roll for it or come to some other agreement. If a TOMB member borrows an item and loses it, they should try to recover it, but they are not penalized as it’s a dangerous place and bad stuff happens. However, if a TOMB member borrow..." wikitext text/x-wiki TOMB is short for ''Treaty of Magical Benefits''. It was established by the fiend Jet and his acolyte, Dante. Anyone in TOMB can borrow an item from TOMB. If two or more members on the same expedition want to use the same item, they can roll for it or come to some other agreement. If a TOMB member borrows an item and loses it, they should try to recover it, but they are not penalized as it’s a dangerous place and bad stuff happens. However, if a TOMB member borrows an item and gives it to someone who is NOT in TOMB, and the non-member loses it, then the TOMB member will be expected to recover it, reimburse TOMB in some way, or face expulsion. New adventurers can contribute gold or items to join the association, but the price of entry will increase as our treasury grows. Right now, the price of admission is 10gp, and any amount beyond the 100gp needed for the dagger will stay in our reserves for future projects. In addition to a material commitment of gold and items, TOMB should strongly encourage a commitment to expeditions that increase the attractiveness of Proto. While our craftspeople are able to forge simple magical items like this dagger, we need more skilled professionals to travel to Proto if we want to commission more powerful magical items in the future. Therefore, as a guiding philosophy, TOMB members should try to pursue expeditions that 1) make traveling around OASIS safer and faster by securing our surroundings, 2) locate sources of rare metals, woods and other materials, and 3) Oasis is said to be a land where wonderful vaults are found (Just ask the Fey Lord of the Lake). But nobody has seen them yet. If we prove they are here, we’ll lure more support from the corners of Exandria. To join the TOMB, you need to communicate with a member of it first. [[Category: Lore]] 43de0f8d1ae60e68aec17a71a492a9c0dabce35b Grey Ooze 0 115 214 2023-04-02T09:08:02Z TimorSol 2 Created page with "A shapeless blob of gray slime. Its amorphous body is constantly undulating and shifting, as if it is alive and pulsing with energy. As it moves, it emits a low, thrumming sound that seems to reverberate within the minds of those nearby. What makes the the Oasis grey ooze truly dangerous, however, is its ability to project powerful psychic attacks. It can assault the minds of its prey with psychic damage, causing them to experience intense pain. This makes the ooze a fo..." wikitext text/x-wiki A shapeless blob of gray slime. Its amorphous body is constantly undulating and shifting, as if it is alive and pulsing with energy. As it moves, it emits a low, thrumming sound that seems to reverberate within the minds of those nearby. What makes the the Oasis grey ooze truly dangerous, however, is its ability to project powerful psychic attacks. It can assault the minds of its prey with psychic damage, causing them to experience intense pain. This makes the ooze a formidable foe when encountered en masse. Despite its lack of physical form, the psychic grey ooze can also extend its tendrils and attack enemies in a physical way. Its amorphous form also allows it to flow through small crevices and cracks, making it difficult to escape from once it has targeted its prey. [[Category: Monsters]] 8ec2cf921f2546d053e682a73b1faa31a8488ca5 Gelatinous Cube 0 116 215 2023-04-02T09:09:43Z TimorSol 2 Created page with "The Gelatinous Cube is a transparent, quivering block of thick, viscous slime that moves with an unsettling, yet fluid grace. Within its jelly-like form, in some cases a plethora of debris, bones, and other refuse can be seen suspended, as if trapped in a frozen moment in time. In other cases it is nearly invisible with nothing inside. <br> The cube's movements are slow and methodical, as it glides across surfaces in a manner that seems almost deliberate, as if it is se..." wikitext text/x-wiki The Gelatinous Cube is a transparent, quivering block of thick, viscous slime that moves with an unsettling, yet fluid grace. Within its jelly-like form, in some cases a plethora of debris, bones, and other refuse can be seen suspended, as if trapped in a frozen moment in time. In other cases it is nearly invisible with nothing inside. <br> The cube's movements are slow and methodical, as it glides across surfaces in a manner that seems almost deliberate, as if it is searching for something specific. Its gelatinous body ripples and undulates as it moves, giving the impression of an immense, sentient cube of Jell-O. As it engulfs objects or creatures, they are quickly dissolved and absorbed, leaving no trace behind, adding to the cube's already disturbing nature. [[Category: Monsters]] d8d678e29fcd83b33f4daec9ab44aeba8aae0a62 The Lightkeeper 0 44 216 90 2023-04-02T09:10:15Z TimorSol 2 wikitext text/x-wiki A ghost that lingers in [[The Lightkeeper's Shack]], where he probably died. During his life, he was a hobbyist woodworker, specializing in renovating furniture for nobles. He was also the last Lightkeeper of [[Lighthouse/Darkhouse|the Lighthouse/Darkhouse]]. He states that he has Eladrin origin, but his demeanor and way of acting is more similar to human. He wears a unique Lightkeeper's Hat, a vestige of status and power. He is attached to his previous function and would be willing to help anyone bring the Lighthouse back in order. He is also the only person that knows how to actually repair and activate the Lighthouse, using a Fire Core and a Moonstone. The ghost goes by the name of Ezekhiel Amos. [[Category: NPC]] 17702bcab839f8e70ee49d881d508d8df410b562 The Beacons 0 117 217 2023-04-02T09:13:22Z TimorSol 2 Created page with "The Beacon system was described first by [[The Lightkeeper|the Lightkeeper]], as an invention of his beloved muse. It is connected with the [[Lighthouse/Darkhouse]], and it is suggested that it works as a set of visible landmarks to make travel easier. [[Category: Lore]]" wikitext text/x-wiki The Beacon system was described first by [[The Lightkeeper|the Lightkeeper]], as an invention of his beloved muse. It is connected with the [[Lighthouse/Darkhouse]], and it is suggested that it works as a set of visible landmarks to make travel easier. [[Category: Lore]] fbf1f594dcfbdf9458d03fe6608f2ec47f4578ab Portals 0 118 218 2023-04-02T09:14:12Z TimorSol 2 Created page with "Though no specifics were mentioned, the [[The Lightkeeper|Lightkeeper]] suggested that there's a way to fast-travel through Oasis from point to point, as if there are some portals that can be used. [[Category: Lore]]" wikitext text/x-wiki Though no specifics were mentioned, the [[The Lightkeeper|Lightkeeper]] suggested that there's a way to fast-travel through Oasis from point to point, as if there are some portals that can be used. [[Category: Lore]] 4c0012349663a4de9624cae99cbc589d3dd21946 The Asylums 0 119 219 2023-04-02T09:15:47Z TimorSol 2 Created page with "Asylums, commonly called ''The Zoos'', are places where the original creators of the Island held creatures captive. It is unclear whether they were held for sport, hunting, experimenting or other purposes. The existence of Asylums was alluded by [[The Lightkeeper|the Lightkeeper]]. [[Category: Lore]]" wikitext text/x-wiki Asylums, commonly called ''The Zoos'', are places where the original creators of the Island held creatures captive. It is unclear whether they were held for sport, hunting, experimenting or other purposes. The existence of Asylums was alluded by [[The Lightkeeper|the Lightkeeper]]. [[Category: Lore]] 7d0662ee3abcfe5fba625ec544070dd2ef6a78aa Expedition Report 14 0 120 221 2023-04-02T10:05:24Z TimorSol 2 Created page with "Date: 5th of Quen'pillar, 845 PD ==== Report by Rorin: ==== Rorin, Dante, Thurrim, Ruben and Sydri head out from Proto, with the intention to free Mr. [[Murxlax|Miralax(actually named Mirslaxx sp??) the Snek Man]], WHO DOESN'T SPEAK COMMON, from his dwarven tomb. the weather was nice, and easy. we headed south, after a time, specifics escape me. not a cartographer. speak to Ruben or Thurrim or Sydri. our journey south was less eventful than we expected, which wasn't a b..." wikitext text/x-wiki Date: 5th of Quen'pillar, 845 PD ==== Report by Rorin: ==== Rorin, Dante, Thurrim, Ruben and Sydri head out from Proto, with the intention to free Mr. [[Murxlax|Miralax(actually named Mirslaxx sp??) the Snek Man]], WHO DOESN'T SPEAK COMMON, from his dwarven tomb. the weather was nice, and easy. we headed south, after a time, specifics escape me. not a cartographer. speak to Ruben or Thurrim or Sydri. our journey south was less eventful than we expected, which wasn't a bad thing. We happened upon a small grove(? it could be considered a variant [[Black Liverwort Patch|Liverwort grove]], as that is what it seemed like. there are some samples with Sydri.), but decided not to spend much time with it. headed further south, crossing the Tanglewood bridge, and clarifying that the rivers were not properly noted on the maps? new ones are in process. We have happened upon our initial interest, but found the cave mouth fully surrounded by snakes of all kinds. Our Parseltongue took the lead in the negotiations with this giant mess of slithering. after negotiations were parlayed, we made short work of the rock in the way with Ruben's use of reduce, and the slant of the hill on which it stood. it rolled out of the entrance, into the sea below, and without harming the snakes. apparently there was one that was EXTREMELY venomous and BRIGHT GREEN, named [[Yici (animal)|Ichi]]??? I assume it was our new Charge's Familiar, as they are are by his side at all times, unless being ferried by Jet. Thurrim provides our parlaying committee with Tongues to speak with Mirslaxx. Mirslaxx was at first hesitant to provide much information, but Dante loosened his resolve somehow, as we know devils can, and provided more. we happened to find out through this and the ease of tongues that there are a few places of interest around. one of a dome of metal, overseen by a crystalline creature, and a head? after our long journey here, the party decide to make camp here, and investigate the surrounding area. Rorin takes some time to look into the Basalt cave. [[Basalt Cave|The cave]] is not a natural occurrence of Basalt, but may be a creation of both natural and unnatural? as if a source of Immense heat and the sea created them. maybe a fire core? uncertain at this point. not enough to connect together. there is no mountain of volcanic activity close, which would be indicative of the Basalt fixture here, but the presence of magic was very evident previously. Thurrim puts up the dome for the night, after [[Murxlax|Mirslaxx]] says, through Tell-a-Snake, that he is wary of this night, as it is a full moon, and there are predators that roam. WE FIND OUT WHY!!! after about an hour of trying to rest, we are happened upon by this [[Lunar Predator|Lunar Terror]]. Words can barely describe this creature in its full majesty/nightmare. a single eye, surrounded by sharp teeth. creature stood nearly 12 feet in height(estimation, specific info pending), with corpses hanging from the 4 horns that beset its large head. Red courses along its body, like rivers(odd association, as this land is dense with rivers), and is able to move unseen? it tried to enter the dome, but was unsuccessful, thankfully. the snakes that [[Murxlax|Mirslaxx]] had in his cadre were mostly slaughtered by this creature in its madness, and we had to grab him before he tried to run to his death. the creature gave up after a few hours and its cone of overwhelming light(and damage), and left to roam and murder elsewhere. we were able to rest and check the surrounding area for evidence left over. the population of animals and creatures were decimated, to say the least. many snakes bodies were torn asunder, along with BEARS??? this was a creature of immense strength. <br><br> After breakfast, we set out to investigate this dome of metal, and the crystalline guardian. I seem to remember heading south for 45 minutes, then west for 15 to get there, but again, that was from hearing what the mapsmen(Cartographers) were saying. through Tell-a-Snake, we made it there, without issue. upon looking at it, the dome seemed to be made of a [[The Dome|Brass(like) hemisphere]], and Ruben referenced a magic upon it. Sydri sent Three to look at it, and [[Crystal Guardian|the guardian]], which then responded with violence. it seemed to be guarding the hemisphere, and the close proximity to it. it did not speak, but instead fought with its appendages made of crystal, that would shatter, then reform? that is a magical creature, if i ever saw one. Three did not survive, sadly, and was then disassembled to be returned home(specific info as to what happened afterwards with Sydri and Three was not clearly discussed, so Three's method of return is unclear)? after it dealt with Three, it returned to its specific spot, as if it was guarding an entrance to something. meanwhile, Dante decided to try and sneak to the other side to touch the exterior while it was slightly distracted. to his dismay, the creature dissolved? reappeared on the other side and attacked Dante, before we were much the wiser. Dante was able to get out of the way in time, before he too fell like Three. Dante described something to the effect of heat or power emanating from below the dome. Maybe a fire core is below the dome, but is being suppressed in some way??? alas, our venture is at an end, but not before Ruben is sent to the sky, with use of Fly from Dante to get a Dwarf's Eye View of the land beyond. I await to see what our Mapsmen have found. [[Category: Expedition Reports]] a41b6e9c9621906fefbdc2d61fed0fbd0acca173 Black Liverwort Patch 0 121 222 2023-04-02T10:07:02Z TimorSol 2 Created page with "The patch of actively growing Black Liverwort was found in a forest clearing, south of [[Rorin's Crossing]] and north of the [[Tree Bridge]]. [[Category: Locations]]" wikitext text/x-wiki The patch of actively growing Black Liverwort was found in a forest clearing, south of [[Rorin's Crossing]] and north of the [[Tree Bridge]]. [[Category: Locations]] df3490f37a7c590c091edd6fde389521ab427ca5 224 222 2023-04-02T10:09:30Z TimorSol 2 wikitext text/x-wiki The patch of actively growing Black Liverwort was found in a forest clearing, south of [[Rorin's Crossing]] and north of the [[Tree Bridge]]. To read about the plan, go to the [[Black Liverwort|Black Liverwort entry]]. [[Category: Locations]] 1f4fe2c20b1a6da800886b1cf0aa7c2140f8485f Yici (animal) 0 122 223 2023-04-02T10:08:54Z TimorSol 2 Created page with "Yici is a bright-green snake, tiny in its size, yet seemingly extremely dangerous, as other snakes seemed to listen to her without hesitation. It can be deduced that the bright color denotes her extreme poisonous body and toxins. She seems to be close to [[Murxlax]], the [[Yuan-Ti]]. [[Category: NPC Animals]]" wikitext text/x-wiki Yici is a bright-green snake, tiny in its size, yet seemingly extremely dangerous, as other snakes seemed to listen to her without hesitation. It can be deduced that the bright color denotes her extreme poisonous body and toxins. She seems to be close to [[Murxlax]], the [[Yuan-Ti]]. [[Category: NPC Animals]] a0b14443fa71509d21f6702f3ed8e6643fbaf060 Black Liverwort 0 123 225 2023-04-02T10:13:36Z TimorSol 2 Created page with "The plant resembles slimy moss, often covering rocks and ground near water sources. It can be identified by the deep myrtle green of its foliage, and black hooks on the ends of the fronds that resemble hawk talons. It grows in clumps, spreading over rocks and soil, with a dark green coloration that can sometimes appear black. Its leaves are thin and threadlike, arranged in a flat, overlapping pattern. <br> Black Liverwort releases a faint, earthy odor and can be easily m..." wikitext text/x-wiki The plant resembles slimy moss, often covering rocks and ground near water sources. It can be identified by the deep myrtle green of its foliage, and black hooks on the ends of the fronds that resemble hawk talons. It grows in clumps, spreading over rocks and soil, with a dark green coloration that can sometimes appear black. Its leaves are thin and threadlike, arranged in a flat, overlapping pattern. <br> Black Liverwort releases a faint, earthy odor and can be easily mistaken for common moss. A small sample of it was gathered by an automaton of one of the adventurers. [[Category: Plants]] 7448a2106344be55d80bcbf27b630630c6f9293f 226 225 2023-04-02T10:14:02Z TimorSol 2 wikitext text/x-wiki The plant resembles slimy moss, often covering rocks and ground near water sources. It can be identified by the deep myrtle green of its foliage, and black hooks on the ends of the fronds that resemble hawk talons. It grows in clumps, spreading over rocks and soil, with a dark green coloration that can sometimes appear black. Its leaves are thin and threadlike, arranged in a flat, overlapping pattern. A [[Black Liverwort Patch]] was found near [[Proto]]. <br> Black Liverwort releases a faint, earthy odor and can be easily mistaken for common moss. A small sample of it was gathered by an automaton of one of the adventurers. [[Category: Plants]] c106794e6099002eb2b00cee339af7c09e915949 Lunar Predator 0 124 227 2023-04-02T10:20:24Z TimorSol 2 Created page with "Lunar Predators are powerful and cunning beings that are in some way connected to the moon. The creature has at least 12 feet in height and a mane similar to a Lion, though all black. Its grey body is adorned with red lines, akin to rivers. It is incredibly fast and stealthy, and its senses are clearly those of a apex predator. <br> Paragon Hunters, they are walking nightmares, preying on everything living or nonliving, humanoid or monstrous. One such beast was encounte..." wikitext text/x-wiki Lunar Predators are powerful and cunning beings that are in some way connected to the moon. The creature has at least 12 feet in height and a mane similar to a Lion, though all black. Its grey body is adorned with red lines, akin to rivers. It is incredibly fast and stealthy, and its senses are clearly those of a apex predator. <br> Paragon Hunters, they are walking nightmares, preying on everything living or nonliving, humanoid or monstrous. One such beast was encountered south of [[Proto]] during full moon. The specimen in question adorned its horns with corpses, had a cone-attack of magical energy and was capable to cast simple spells, like misty step. The sheer sight of a Lunar Predator brings fear to anyone who sees its Huge body. [[Category: Monsters]] f3dfb21ca6236d1cdb517280aaaa2a5c2d4653a6 228 227 2023-04-02T10:20:52Z TimorSol 2 wikitext text/x-wiki Lunar Predators are powerful and cunning beings that are in some way connected to the moon. The creature has at least 12 feet in height and a mane similar to a Lion, though all black. Its grey body is adorned with red lines, akin to rivers. It is incredibly fast and stealthy, and its senses are clearly those of a apex predator. <br> Paragon Hunters, they are walking nightmares, preying on everything living or nonliving, humanoid or monstrous. One such beast was encountered south of [[Proto]] during full moon. The specimen in question adorned its horns with corpses, had a cone-attack of magical energy and was capable to cast simple spells, like misty step. The sheer sight of a Lunar Predator brings fear to anyone who sees its Huge body. One such creature was seen in the [[Basalt Cave]] during the night. [[Category: Monsters]] 4eaa331b0c77c2d70d3430027b67544fbb389ae5 Crystal Guardian 0 125 229 2023-04-02T10:23:20Z TimorSol 2 Created page with "The Crystal Guardian is made entirely of crystal, towering over most humanoids at over ten feet tall. Its body is composed of faceted crystal plates and shards, which are magically bound together to form a nearly indestructible form. Despite its weight and bulk, the golem moves with surprising agility and speed, each movement accompanied by the chiming of crystal on crystal. In combat, it launches sharp, needle-like darts made of pure crystal that fly through the air wit..." wikitext text/x-wiki The Crystal Guardian is made entirely of crystal, towering over most humanoids at over ten feet tall. Its body is composed of faceted crystal plates and shards, which are magically bound together to form a nearly indestructible form. Despite its weight and bulk, the golem moves with surprising agility and speed, each movement accompanied by the chiming of crystal on crystal. In combat, it launches sharp, needle-like darts made of pure crystal that fly through the air with deadly accuracy and strike with force, causing devastating damage to those they hit. It seems to be securing [[The Dome]]. [[Category: Monsters]] 45957106416cfec3c6b67718f2527b42b6221ba5 The Dome 0 126 230 2023-04-02T10:26:54Z TimorSol 2 Created page with "The dome emits heat and humidity, and it appears to be made out of a a smooth, shimmering material, similar to brass. Standing at 20 feet high and 50 feet in diameter. It is guarded by the [[Crystal Guardian]]. Despite its delicate appearance, the dome is sturdy and anchored to the ground. The dome is most probably a magical containment field created by a wizard, but it's uncertain as to what it may contain and what the entrance is. It was found in [[Yuan-Ti]] territory..." wikitext text/x-wiki The dome emits heat and humidity, and it appears to be made out of a a smooth, shimmering material, similar to brass. Standing at 20 feet high and 50 feet in diameter. It is guarded by the [[Crystal Guardian]]. Despite its delicate appearance, the dome is sturdy and anchored to the ground. The dome is most probably a magical containment field created by a wizard, but it's uncertain as to what it may contain and what the entrance is. It was found in [[Yuan-Ti]] territory, south-west from the [[Basalt Cave]], thanks to the help of [[Murxlax]]. [[Category: Locations]] 1f2063593914dba6b482e1fffc1f84a3a2fdb57e House of Cards 0 68 231 146 2023-04-02T10:33:54Z TimorSol 2 wikitext text/x-wiki The infamous House of Cards gambling hall is a unique building. It is a fabulous two-story structure with a dark wood frame and wooden roof tiles painted in gaudy colors to resemble playing cards. The walls are red paper fitted over wooden frames that can slide to make rooms larger and smaller as needed. <br> Although the building is made from wood, it is seemingly impossible to damage. Anyone who wanders past the door risks becoming lost inside. There are no windows. Day or night the light is dim and diffuse, provided by bobbing paper lanterns that float in the air. The floors are laid out in a grid of rectangular panels. Subtle playing card motifs are repeated throughout the interior, on the floor panels, the walls, and the ceiling. <br> Soft music plays through the smokey interior. On any given night, the House of Cards is bustling with patrons playing various games of chance. Glamorous servers keep guests’ drinks filled, run the tables, and collect or distribute winnings. <br> The House of Cards is ran by [[Ontranto Emporius]] and could be found west from [[The Foresters Camp]]. [[Category: Locations]] 07e07b1cda4637c9cacf5713791e646ef77c646c Rumors 0 127 232 2023-04-02T10:56:09Z TimorSol 2 Created page with "Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> The list belo..." wikitext text/x-wiki Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> The list below is a list of rumors that have been given out to characters during previous expeditions: * Some locals believe that animals that live on the Island were brought to Oasis for experiments or some other reasons. There's also a herd of "horned buffalo like creatures" somewhere west of Proto * It is supposedly much warmer south of Proto, but there's a risk of running into creatures that have 'too many or too few legs' if you wander too far away. * There's a burning crack in the ground somewhere towards the south-west. * Someone has seen a group of Dryads or other Fey creatures "towards the forest north of the mountains". * West from the floating rocks, in the open plains, there are flocks of murderous creatures flying around that look like they could attack anything in the open fields. * Why am I retiring? Me and my lads went a bit too far to the desert. That's what happened. We wanted to go to the spires some other adventurers were talking, but... something poisoned our water in the night, and we had no choice, but to search for something to drink in the jungle. From afar we though there are people there, but they were not. In the treeline... Saw things I would rather not get back to. But I can't, ya know? I can't. Every time I close me eyes, I see the flesh of those things being picked apart piece by piece by crows and seagulls. They were strung to the trees by their torsos... That's why we thought it's humans. But once we approached it became clear they're all dead, and their legs... they didn't have legs, ya hear? Now I'm no hero. I don't go into forests like that, I'd rather starve. Went back to the camp that day. The rest of my party never returned. [[Category: Lore]] [[Category: Rules]] 9fa3637ab6d39d0b7d264fa7fe589210610a81f1 233 232 2023-04-02T11:01:06Z TimorSol 2 wikitext text/x-wiki Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> The list below is a list of rumors that have been given out to characters during previous expeditions: * One of the Hunters that ventured out tracking big game to the south tells stories about makeshift shrines build of stones and reeds put one on another * There's a burning crack in the ground somewhere towards the south-west. * Someone has seen a group of Dryads or other Fey creatures "towards the forest north of the mountains". * I honestly tell you, i'd much prefer Proto to be SOUTH of here. It's much warmer there. Before the old settlers left Oasis, one of them told me it's a difference like between Shadycreek Run and Port Zoon, just that it's not so far away. Like wouldn't it be much easier for us to not care about the temperature and just sleep on the beaches? On the other side, that same girl told me that if you go too far away from here you wind up in some crazy place where you gotta hide half of the time or you get hunted by some centaur like folk that have whole towns there. But it's not actually centaurs, but some gosh-darn bug people with too many or too few legs. Could be crazy talk though. If they went south, they could as well had malaria or somethin', I dunno. Those folks that lived here for decades were not entirely sane. * Ya know what's intriguing? How the animals got here. Now if they made the whole damn Island a safe of sorts so they can keep they shiny stuff inside without gods seeing it, that's one thing. But it bugs me when I think about all the wildlife around. Rabbits, elk, owls, mice... there's supposedly a whole herd of them horned buffalo they got in Weildmound, running around somewhere west from here. Why would they keep them here? For fun? Last time I checked boars didn't teleport randomly to a Island in the middle of nowhere! Makes me think that some of them crazed wizerds were doing other stuff here, not only using it as a deposit. * West from the floating rocks, in the open plains, there are flocks of murderous creatures flying around that look like they could attack anything in the open fields. * Ah, I met a guy once that went too far south! Poor lad was missing an arm, said he's the only one that survived a viscous attack at night. I told 'em, bears will do that to ya if you got fresh meet on ya. But he told me its'a too fast for a bear, had jaws too big, and walked on two legs like a bird. They tore their camp to shreds, attacked in a pack. My man there started running and never looked back until he made it back here... only thing that saved him was the fact that he fell into a fire-pit and cauterized his wound by accident. Well, that and adrenaline methinks. * Why am I retiring? Me and my lads went a bit too far to the desert. That's what happened. We wanted to go to the spires some other adventurers were talking, but... something poisoned our water in the night, and we had no choice, but to search for something to drink in the jungle. From afar we though there are people there, but they were not. In the treeline... Saw things I would rather not get back to. But I can't, ya know? I can't. Every time I close me eyes, I see the flesh of those things being picked apart piece by piece by crows and seagulls. They were strung to the trees by their torsos... That's why we thought it's humans. But once we approached it became clear they're all dead, and their legs... they didn't have legs, ya hear? Now I'm no hero. I don't go into forests like that, I'd rather starve. Went back to the camp that day. The rest of my party never returned. [[Category: Lore]] [[Category: Rules]] 069a15e0afd6dcbf5f0c8bcff348fd888a705708 240 233 2023-04-02T11:43:11Z TimorSol 2 wikitext text/x-wiki Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> The list below is a list of rumors that have been given out to characters during previous expeditions: * One of the Hunters that ventured out tracking big game to the south tells stories about makeshift shrines build of stones and reeds put one on another * There's a burning crack in the ground somewhere towards the south-west. * Someone has seen a group of Dryads or other Fey creatures "towards the forest north of the mountains". * I honestly tell you, i'd much prefer Proto to be SOUTH of here. It's much warmer there. Before the old settlers left Oasis, one of them told me it's a difference like between Shadycreek Run and Port Zoon, just that it's not so far away. Like wouldn't it be much easier for us to not care about the temperature and just sleep on the beaches? On the other side, that same girl told me that if you go too far away from here you wind up in some crazy place where you gotta hide half of the time or you get hunted by some centaur like folk that have whole towns there. But it's not actually centaurs, but some gosh-darn bug people with too many or too few legs. Could be crazy talk though. If they went south, they could as well had malaria or somethin', I dunno. Those folks that lived here for decades were not entirely sane. * Ya know what's intriguing? How the animals got here. Now if they made the whole damn Island a safe of sorts so they can keep they shiny stuff inside without gods seeing it, that's one thing. But it bugs me when I think about all the wildlife around. Rabbits, elk, owls, mice... there's supposedly a whole herd of them horned buffalo they got in Weildmound, running around somewhere west from here. Why would they keep them here? For fun? Last time I checked boars didn't teleport randomly to a Island in the middle of nowhere! Makes me think that some of them crazed wizerds were doing other stuff here, not only using it as a deposit. * West from the floating rocks, in the open plains, there are flocks of murderous creatures flying around that look like they could attack anything in the open fields. * Ah, I met a guy once that went too far south! Poor lad was missing an arm, said he's the only one that survived a viscous attack at night. I told 'em, bears will do that to ya if you got fresh meet on ya. But he told me its'a too fast for a bear, had jaws too big, and walked on two legs like a bird. They tore their camp to shreds, attacked in a pack. My man there started running and never looked back until he made it back here... only thing that saved him was the fact that he fell into a fire-pit and cauterized his wound by accident. Well, that and adrenaline methinks. * Why am I retiring? Me and my lads went a bit too far to the desert. That's what happened. We wanted to go to the spires some other adventurers were talking, but... something poisoned our water in the night, and we had no choice, but to search for something to drink in the jungle. From afar we though there are people there, but they were not. In the treeline... Saw things I would rather not get back to. But I can't, ya know? I can't. Every time I close me eyes, I see the flesh of those things being picked apart piece by piece by crows and seagulls. They were strung to the trees by their torsos... That's why we thought it's humans. But once we approached it became clear they're all dead, and their legs... they didn't have legs, ya hear? Now I'm no hero. I don't go into forests like that, I'd rather starve. Went back to the camp that day. The rest of my party never returned. [[Category: Lore]] [[Category: Rules]] [[Category: Game Philosophy]] c693ac5f3346f8bc405a84e034c772d67c21c0c6 Main Page 0 1 234 118 2023-04-02T11:09:05Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. All the basic information about character creation, rules, philosophy and others can still be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. The Primer document will be updated along the way to fit the needs of both players and GMs alike. 18b784a197aad7d4f5478efa053262b3b35ac005 Harpy Queen 0 27 235 66 2023-04-02T11:14:57Z TimorSol 2 wikitext text/x-wiki A presumed entity living/nesting somewhere 70 miles west of [[Proto]]. It is assumed that they are in possession of [[The Golem]] power core. [[Category: NPC]] 17dbd49ea78d10578ba0d8e406b14c9cfa6ae803 Category:Game Philosophy 14 128 236 2023-04-02T11:39:45Z TimorSol 2 Created page with "West Marches game philosophy is somewhat between Rules and Lore. It's less about how to run a game, but why a game element is important." wikitext text/x-wiki West Marches game philosophy is somewhat between Rules and Lore. It's less about how to run a game, but why a game element is important. 932a9950e9b7f4a61a3b12e681d6d07a0e847307 Category:Rules 14 129 237 2023-04-02T11:41:28Z TimorSol 2 Created page with "Some elements of the world are strictly ruled by... well, rules. To maintain a good amount of transparency, some of them are listed below. You can always find all the rules in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Primer]." wikitext text/x-wiki Some elements of the world are strictly ruled by... well, rules. To maintain a good amount of transparency, some of them are listed below. You can always find all the rules in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Primer]. b7321d57ba30e62d92ccc8a16ee380f61c07035d Category:Weather 14 130 238 2023-04-02T11:42:06Z TimorSol 2 Created page with "[[Weather]] is an inherent element of West Marches. The elements are as important and influence the game as much as locations or monsters." wikitext text/x-wiki [[Weather]] is an inherent element of West Marches. The elements are as important and influence the game as much as locations or monsters. c72430710027f902c6df7a27ec0a6de71e6144cc Traveling, navigation and shelter 0 6 239 37 2023-04-02T11:42:57Z TimorSol 2 wikitext text/x-wiki == Travel activities == Most activities and events conducted during a day of travel can be divided into watches, a standard unit of time used for longer-term play. In an ordinary 24-hour day, there are six watches, each equivalent to about four hours. '''A party can travel for two watches (8 hours) and need two watches (8 hours) for a long rest. This leaves 2 watches (8 hours) for other activities.''' Regular 5e rules apply to forced travel or not resting enough. These are done while traveling, and take up your 8 hours of travel time per day. Basic activities include: === Notice Threats === A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their '''passive Wisdom (Perception)''' score to notice threats. === Search === A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their '''passive Wisdom (Perception)''' score, against a DC determined by the GM. === Navigate === A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make '''Wisdom (Survival) checks to navigate'''. A party member can assist the navigator, if they are proficient in Survival. When an adventurer can tell cardinal directions, such as a character with Keen Mind, they always have advantage made on Wisdom (Survival) checks made to navigate. === Foraging === Over the course of a watch, a character can forage for food or water; if the party is traveling, this can only be done while traveling at a slow or normal pace. At the conclusion of watch, the character makes a '''Wisdom (Survival) check''', with the DC determined by the region the party is traveling through. If the party traveled through more than one region over the course of a watch, use the DC for whichever the party spent the most time in. On a failure, the character finds nothing. On a success, the character finds an amount equal to 1d6 + Wisdom modifier, either in pounds (for food) or gallons (for water). === Track === A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Rules for tracking are found below. Generally speaking, a party does not need both a navigator and a tracker. === Helping While traveling === Any activity undertaken by a character while traveling can be assisted by another character, granting advantage on the roll. In some cases, such as when navigating or tracking, there are certain requisite skill proficiencies or others a character must have before they can help. Features, spells, and other effects that grant a specific bonus to a check, such as a cleric’s guidance spell, can be used during travel activities. If the effect requires an action, such as with guidance, the character granting the effect must use their entire travel activity to do so. If the effect is passive, such as from a magic item, the effect is simply enacted as on a normal check. == Navigation == === Visibility === By default the horizon is approximately 3 miles away, meaning anything without significant size or elevation cannot be seen past the 3 mile limit. However, larger objects typically can be seen from a greater distance, meaning that navigating by landmarks further than 3 miles away is possible, provided there are no obstructions in the way, like trees, hills, or buildings. === Directional Navigation === When choosing a direction, the navigator may do so with absolute directions, e.g. “I would like to travel north.” They may also do so with relative directions, e.g. “I would like to travel rightward of our current facing.” If the navigator has means to know cardinal directions with certainty, such as the Keen Mind feat or through a compass, they make all directional navigation rolls with advantage. What a navigator may not do is travel to locations known only by memory, e.g. “I would like to travel to that ruined temple we found two weeks ago,” nor may the navigator simply point to the party’s map and declare that they are travelling there. Once per watch, the navigator must make a Wisdom (Survival) check to ensure the party is still traveling in the correct direction. This can be assisted by another party member if they are proficient in Survival or have access to cartographer's tools with proficiency. === Landmark navigation === Landmark navigation occurs when the party has a clear, visible destination in view: the snowy cleft mountain, the massive black tree on the hill, or the ruined fortress looming ahead. So long as the landmark is clearly in view, the party does not need to make checks to navigate to it. In some cases (like a fog or other snowstorm), a roll might be requested. === Tracking === If a character wishes to track another creature or group of creatures over long distances, they must make a '''Wisdom (Survival) check''' for each watch they wish to spend tracking. The DC varies, depending on the terrain, weather, and creature. Another player that is proficient in Survival can assist a character tracking, granting them advantage on the roll. If a character has some other means of tracking a creature, such as by magic, they may also assist a tracking character. == Shelter and sleeping == === Warmth === With the exception of temperatures above 70 degrees Fahrenheit/21 Celsius (commonly experienced only in arid climates or the hottest summer months), some additional source of warmth is required at night beyond basic adventuring clothing. If a character sleeps with a blanket or bedroll, they suffer no ill effects; if a character sleeps next to an open campfire or other large source of heat, they will similarly suffer no ill effects. === Wetness === A wet creature will dry off over the course of one hour, so long as they stay dry the entire time. If that creature is near a significant source of heat, such as a campfire or stove, that time is cut in half. === Exposure === Beyond simple rain and snow, other forms of exposure, typically wind, can sap away at a character’s strength. The simplest way to avoid exposure is through shelter, which shields a party. Shelter is any structure or formation that has at least three walls and a roof. === Sleeping === In order to avoid ill effects while resting, characters must satisfy all three conditions: they must stay warm, they must stay dry, and they must stay sheltered. Over the course of a long rest, if a character does not satisfy any of the above conditions, they must make a DC 10 Constitution saving throw at the end of their rest or suffer a level of exhaustion. For each condition a character does not satisfy, the DC increases by 5, and the character suffers an additional level of exhaustion. == Food and water == === Food === A character needs one pound of food per day, and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character that goes a day eating less than half a pound of food must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. === Water === A character needs one gallon of water per day, or two gallons per day if the weather is hot, typically above 95 degrees Fahrenheit/35 Celsius. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. A character must split their water consumption into at least two watches; that is, they cannot drink an entire gallon at one time and nothing else. === Unclean food and water === Consuming food or water found in The Wilds can be dangerous. Hunted game can carry plague, fruits may be rotten through, and water can carry foul disease. Water can be purified through the purify food and drink spell or similar, or by being boiled for 1 minute. Generally speaking, most food rots after one week; foods like grains, tropical fruit, most vegetables, and most cooked dishes. Raw meat of all varieties rots after 24 hours, as do most dairy products. There's a lot of ways to preserve food or mitigate sicknesses like these. D&D rations are safe to use for up to 2 months. If a character drinks water that has not been purified, or eats food that is rotted, they must make a Constitution saving throw one hour after ingestion. A fail results in one or two levels of exhaustion. == Downtime phase activities == === Surveying === When in a region of the Marches, an adventurer can spend time in the wilds, searching for signs of local creatures, so as to ascertain what dwells in the region. Over the course of a watch, a character may survey an entire region to determine what sorts of creatures dwell there. At the end of the watch, the character makes an '''Intelligence (Nature) check''': they discover evidence of each creatures based on its Survey DC. Another character can assist, provided they are proficient in Nature. Surveying is meant to allow players to examine an area’s inhabitants in some detail, provided they are willing to sink not-insignificant time into doing so. Without surveying, the only methods by which players can discover a region’s inhabitants are by random encounters or by stumbling onto their lairs. === Mapping Landmarks === A character that has cartographer’s tools and is proficient in them may map landmarks visited during the trip. This can be done over the course of two downtime watches (8h). A character makes an '''Intelligence check with Cartographer’s Tools'''. The DC depends on the distance from the last confirmed (mapped) landmark. A successful roll provides the cartographer with insights to locations on their map. === Hunting === After a region has been surveyed, there may come a time when adventurers would like to hunt down a creature they know dwells in the area, whether to exterminate it, to collect the natural resources its body holds, or perhaps just to talk, for instance. A character can only successfully hunt a creature that is known to make its home in the region, whether that knowledge was gained from surveying the region or not. Over the course of a watch, a character may attempt to hunt a creature to its lair or other resting spot. At the end of the watch, the character makes a Wisdom (Survival) check against the creatures’ Survey DC. A character may assist, provided they are proficient in Survival. '''Characters can’t hunt while traveling, but the watch spent hunting counts towards travel time for the day.''' [[Category: Rules]] [[Category: Game Philosophy]] ecdb05b29cdf1f70b364b75523cd66e82c6d86f1 Crafting Materials 0 8 241 31 2023-04-02T11:46:17Z TimorSol 2 wikitext text/x-wiki If you are looking for the general crafting rules, [[Crafting|please go to this page]]. Crafting materials are mostly harvested from powerful foes. The more powerful the enemy, the more potent the crafting material. Not every beast will have those. Crafting materials are the only sure and safe way to actually create a magic item of your desire. The list below contains known crafting materials: * Were-creatures: Shapeshifter blood * Yuan-ti: hide, shapeshifter blood, serrated teeth * Crocuta: Crocuta Hide, Teeth, claws * Ankheg: Bile Glands, Chitin * Displacer Beast: Hide, Claws, Tentacles * Troll: Troll Heart There are also known unique components that are not of monster-origin. These are: * Bronzewood grove: [[Bronzewood]] * Unknown source: [[Wolfram]] metal * Unknown source: Fire Core [[Category: Crafting]] 490b8fb91adfe0ab2be07baf64fe42af1e98b74f Expedition Report 13 0 131 242 2023-04-04T15:55:17Z TimorSol 2 Created page with "Date: 27th of Fessuran, 845 PD ==== Report by Marly ==== ===== To the forester camp ===== Windy – we go South from the [[Fey Lake|lake]]. 30 minutes: mini river source. Source of the river that goes to shrine. 30 more minutes: Bumping into bigger river: the one forded by the [[River Arch|Arch]]. We go to the arch. Then go towards SW+15. 90 minutes of forest > foresters camp. 5h15 of travel. We camp there to regain our strength before going to the house of cards. Car..." wikitext text/x-wiki Date: 27th of Fessuran, 845 PD ==== Report by Marly ==== ===== To the forester camp ===== Windy – we go South from the [[Fey Lake|lake]]. 30 minutes: mini river source. Source of the river that goes to shrine. 30 more minutes: Bumping into bigger river: the one forded by the [[River Arch|Arch]]. We go to the arch. Then go towards SW+15. 90 minutes of forest > foresters camp. 5h15 of travel. We camp there to regain our strength before going to the house of cards. Cartographing, foraging, whittling are happening. 6 carrots + hidden compartment with herbs! Everything to make an amazing stew with even a recipe book. Night watch: big flock of flying creatures N-NW. Random centipede violence happens to Sydri. ===== To the [[House of Cards]] (i swear this time) ===== The next day, Juliette finds new tracks going towards the second camp where some of the foresters might’ve gone (might be good to check out to find the rest of the foresters). We decide to press on to the house of cards. Approaching the place has weird effects. Flaws are amplified. Divine sense is malfunctioning! Detect magic too! It's like the place itself doesn't want to be perceived. We enter. A man offers us sparkling wine - says the year of the bottle is 811 and that it's been aged for 25 years. Daisy immediately runs to a gambling table while Acorn and Juliette agree to go to the “wine tasting room” (doesn't sound like a trap at all!). Ekanir goes play the roulette. Marly looks at the many birds in open cages and on perches scattered around the place and asks a staff member about them. The birds have cages but are free to roam inside the house of cards. They don't want to leave. Why did they settle the house here in the middle of nowhere? The staff member explains: “A place so unique it lures in the most unique people. An elite place. People that are on this island are exceptional because they choose to be here. Master Onotranto owns the place. He may or may not come down here depending on how the games go. Likes to mingle with patrons and staff. Occasionally runs a game of cards by himself. A gambler yet a gentleman of honour. A man of sheer will and great taste. All the decoration here is his will.” They attract people with posters, flyers, sometimes other ways People don’t stay here for the night, or at least there are no beds like in a typical inn. They stay for however long The previous people who asked about lodgings "didn’t worry about that for long"….. Ominous Daisy runs out cause she forgot to turn off the stove and Dante shows up! He’s got some little cute playing card symbol tattoos on his cheek which is a nice touch. He immediately asks if they are hiring handsome people like him. Meanwhile Juliette casts a spell in the wine tasting room to get the staff member to tell her everything about the house of cards and [[Ontranto Emporius|its owner]]. Right on cue, Onotranto himself appears. He introduces himself and they immediately start flirting. Marly looks for lumberjacks. They’re sat at a table by themselves with lifeless eyes. They seem to think they were cheated out of all their money and have run out of things to gamble. A staff member comes over to squash any talk of cheating, and tells the working men they know what they can do if they’re all out of cash. Marly asks what he meant and one of the foresters tells the other to shut up and they’re not supposed to talk about it. Marly intimidates the guy into spilling the beans. The despondent forester is at the end of his rope: “What, you think your soul is worth anything?” He tries to go and play for his soul but Marly grapples him. At this commotion, the staff members start coming down on the situation. Marly tries to convince them to let her take the guy outside to settle it with her fists but Dante starts acting all weird and commands her to get out. He's mad that he wasn’t invited… (sorry dude) It later turns out he's actually possessed after playing a “high stakes game” in a neighbouring salon, at the end of which the courtier put him under a charm (even though he won!) Onotranto chastises the courtier: “We don't do that. You're spoiling him for everyone.” The staff members and Onotranto all turn into [[Succubus / Incubus|succubi and incubi]] and fighting ensues. Everyone bolts out before things get too nasty. FIN Tl;dr – we made our way to the house of cards in a timely fashion. There, patrons engrossed in the games were gambling away everything they had until all that was left to put on the table was their very souls. We tried to extract some of the foresters on site but fighting broke out and we had to run. The house of cards is ran by a bunch of succubi and incubi who have mind control/charm powers. [[Category: Expedition Reports]] 8553b64f704822eac71dc02c589875c2e7d67d3f 243 242 2023-04-04T15:55:40Z TimorSol 2 wikitext text/x-wiki Date: 27th of Fessuran, 845 PD ==== Report by Marly ==== ===== To the [[The Foresters Camp|forester camp]] ===== Windy – we go South from the [[Fey Lake|lake]]. 30 minutes: mini river source. Source of the river that goes to shrine. 30 more minutes: Bumping into bigger river: the one forded by the [[River Arch|Arch]]. We go to the arch. Then go towards SW+15. 90 minutes of forest > foresters camp. 5h15 of travel. We camp there to regain our strength before going to the house of cards. Cartographing, foraging, whittling are happening. 6 carrots + hidden compartment with herbs! Everything to make an amazing stew with even a recipe book. Night watch: big flock of flying creatures N-NW. Random centipede violence happens to Sydri. ===== To the [[House of Cards]] (i swear this time) ===== The next day, Juliette finds new tracks going towards the second camp where some of the foresters might’ve gone (might be good to check out to find the rest of the foresters). We decide to press on to the house of cards. Approaching the place has weird effects. Flaws are amplified. Divine sense is malfunctioning! Detect magic too! It's like the place itself doesn't want to be perceived. We enter. A man offers us sparkling wine - says the year of the bottle is 811 and that it's been aged for 25 years. Daisy immediately runs to a gambling table while Acorn and Juliette agree to go to the “wine tasting room” (doesn't sound like a trap at all!). Ekanir goes play the roulette. Marly looks at the many birds in open cages and on perches scattered around the place and asks a staff member about them. The birds have cages but are free to roam inside the house of cards. They don't want to leave. Why did they settle the house here in the middle of nowhere? The staff member explains: “A place so unique it lures in the most unique people. An elite place. People that are on this island are exceptional because they choose to be here. Master Onotranto owns the place. He may or may not come down here depending on how the games go. Likes to mingle with patrons and staff. Occasionally runs a game of cards by himself. A gambler yet a gentleman of honour. A man of sheer will and great taste. All the decoration here is his will.” They attract people with posters, flyers, sometimes other ways People don’t stay here for the night, or at least there are no beds like in a typical inn. They stay for however long The previous people who asked about lodgings "didn’t worry about that for long"….. Ominous Daisy runs out cause she forgot to turn off the stove and Dante shows up! He’s got some little cute playing card symbol tattoos on his cheek which is a nice touch. He immediately asks if they are hiring handsome people like him. Meanwhile Juliette casts a spell in the wine tasting room to get the staff member to tell her everything about the house of cards and [[Ontranto Emporius|its owner]]. Right on cue, Onotranto himself appears. He introduces himself and they immediately start flirting. Marly looks for lumberjacks. They’re sat at a table by themselves with lifeless eyes. They seem to think they were cheated out of all their money and have run out of things to gamble. A staff member comes over to squash any talk of cheating, and tells the working men they know what they can do if they’re all out of cash. Marly asks what he meant and one of the foresters tells the other to shut up and they’re not supposed to talk about it. Marly intimidates the guy into spilling the beans. The despondent forester is at the end of his rope: “What, you think your soul is worth anything?” He tries to go and play for his soul but Marly grapples him. At this commotion, the staff members start coming down on the situation. Marly tries to convince them to let her take the guy outside to settle it with her fists but Dante starts acting all weird and commands her to get out. He's mad that he wasn’t invited… (sorry dude) It later turns out he's actually possessed after playing a “high stakes game” in a neighbouring salon, at the end of which the courtier put him under a charm (even though he won!) Onotranto chastises the courtier: “We don't do that. You're spoiling him for everyone.” The staff members and Onotranto all turn into [[Succubus / Incubus|succubi and incubi]] and fighting ensues. Everyone bolts out before things get too nasty. FIN Tl;dr – we made our way to the house of cards in a timely fashion. There, patrons engrossed in the games were gambling away everything they had until all that was left to put on the table was their very souls. We tried to extract some of the foresters on site but fighting broke out and we had to run. The house of cards is ran by a bunch of succubi and incubi who have mind control/charm powers. [[Category: Expedition Reports]] e0a6a98d5ae885ed96fa227bf5a2342c7ec41f2b Succubus / Incubus 0 132 244 2023-04-04T16:02:20Z TimorSol 2 Created page with "Incubi and succubi are fiends that lure unsuspecting mortals into their clutches. They are known for their seductive abilities, using their powers of suggestion and manipulation to control their prey. They are both skilled at reading people and finding their weaknesses, using this knowledge to gain leverage over them. These creatures can be charming and beguiling, but are ultimately driven by their own desires and needs. They often target those who are already morally co..." wikitext text/x-wiki Incubi and succubi are fiends that lure unsuspecting mortals into their clutches. They are known for their seductive abilities, using their powers of suggestion and manipulation to control their prey. They are both skilled at reading people and finding their weaknesses, using this knowledge to gain leverage over them. These creatures can be charming and beguiling, but are ultimately driven by their own desires and needs. They often target those who are already morally compromised or feeling unfulfilled in their lives. These creatures are not inherently evil, but their actions can cause great harm to those who fall under their sway. Both fiends often appear as attractive humanoid figures. They possess chiseled physiques, attractive faces. Most commonly, Incubi have hypnotic red or yellow eyes, while succubi have alluring blue or green eyes. Both creatures are capable of shape-shifting into other forms, including those of their victims. They can also take their natural, devil-like form, with wings and claws. They are found in a variety of environments, but are most commonly encountered in places where mortals gather. They can often be found in cities, taverns, and other places of entertainment, seeking out their next victim. [[Category: Monsters]] 62bdd09e3ecb61a78abcda65f9367cc7474da536 Surveyed regions 0 133 245 2023-04-09T09:29:40Z 62.21.26.247 0 Created page with "Surveying is one of the core activities a character can do during their in-session downtime. On a narrative level, this is basically looking around your current camp, searching for traces of creatures and monsters that moved around the region. On a meta level, the survey results are basically information about what lives in the region. Read more in the primer or the [[Traveling, navigation and shelter|a subchapter in the traveling, navigation and shelter ]]entry. While s..." wikitext text/x-wiki Surveying is one of the core activities a character can do during their in-session downtime. On a narrative level, this is basically looking around your current camp, searching for traces of creatures and monsters that moved around the region. On a meta level, the survey results are basically information about what lives in the region. Read more in the primer or the [[Traveling, navigation and shelter|a subchapter in the traveling, navigation and shelter ]]entry. While survey results will tell you what lives in the whole region, there may be creatures that are very territorial or "localized". Survey result - vicinity of [[The Foresters Camp]], [[Ankheg Nest]], [[Stone Path]]: Standard beasts (apes, black bears, wasps, wolves, giant variants of mundane animals) Insects (swarms and singular alike) [[Yuan-Ti]] Moving trees and bushes Humanoids of various types (both standard and Oasis-specific) Tiny and medium humanoids Big lizards Some deadly plants [[Lycanthropes]] Occasional monstrosities, like [[Ankheg|Ankhegs]] or [[Bulette|Bulettes]]. Survey result - vicinity of the [[Troll Hut]] and [[Standing Rock Headwaters]]: Winged creatures, able to traverse the terrain at speed, including griffins Boar, elk, and large quadrupedal beasts of burden Tigers, wolves, dire wolves An enormous bull (singular track) [[Crocuta]] Two-legged insectoids (at least two kinds) Big Lizards Two-legged dogs Arachnids d7d5e4843e61371de172c120c33960b4246aeb55 246 245 2023-04-09T09:30:02Z 62.21.26.247 0 wikitext text/x-wiki Surveying is one of the core activities a character can do during their in-session downtime. On a narrative level, this is basically looking around your current camp, searching for traces of creatures and monsters that moved around the region. On a meta level, the survey results are basically information about what lives in the region. Read more in the primer or the [[Traveling, navigation and shelter|a subchapter in the traveling, navigation and shelter ]]entry. While survey results will tell you what lives in the whole region, there may be creatures that are very territorial or "localized". Survey result - vicinity of [[The Foresters Camp]], [[Ankheg Nest]], [[Stone Path]]: * Standard beasts (apes, black bears, wasps, wolves, giant variants of mundane animals) * Insects (swarms and singular alike) * [[Yuan-Ti]] * Moving trees and bushes * Humanoids of various types (both standard and Oasis-specific) * Tiny and medium humanoids * Big lizards * Some deadly plants * [[Lycanthropes]] * Occasional monstrosities, like [[Ankheg|Ankhegs]] or [[Bulette|Bulettes]]. Survey result - vicinity of the [[Troll Hut]] and [[Standing Rock Headwaters]]: Winged creatures, able to traverse the terrain at speed, including griffins * Boar, elk, and large quadrupedal beasts of burden * Tigers, wolves, dire wolves * An enormous bull (singular track) * [[Crocuta]] * Two-legged insectoids (at least two kinds) * Big Lizards * Two-legged dogs * Arachnids 2c436bf89d147aa68665afae019d5972d957bffb 247 246 2023-04-09T09:30:23Z 62.21.26.247 0 wikitext text/x-wiki Surveying is one of the core activities a character can do during their in-session downtime. On a narrative level, this is basically looking around your current camp, searching for traces of creatures and monsters that moved around the region. On a meta level, the survey results are basically information about what lives in the region. Read more in the primer or the [[Traveling, navigation and shelter|a subchapter in the traveling, navigation and shelter ]]entry. While survey results will tell you what lives in the whole region, there may be creatures that are very territorial or "localized". Survey result - vicinity of [[The Foresters Camp]], [[Ankheg Nest]], [[Stone Path]]: * Standard beasts (apes, black bears, wasps, wolves, giant variants of mundane animals) * Insects (swarms and singular alike) * [[Yuan-Ti]] * Moving trees and bushes * Humanoids of various types (both standard and Oasis-specific) * Tiny and medium humanoids * Big lizards * Some deadly plants * [[Lycanthropes]] * Occasional monstrosities, like [[Ankheg|Ankhegs]] or [[Bulette|Bulettes]]. Survey result - vicinity of the [[Troll Hut]] and [[Standing Rock Headwaters]]: Winged creatures, able to traverse the terrain at speed, including griffins * Boar, elk, and large quadrupedal beasts of burden * Tigers, wolves, dire wolves * An enormous bull (singular track) * [[Crocuta]] * Two-legged insectoids (at least two kinds) * Big Lizards * Two-legged dogs * Arachnids [[Category: Monsters]] [[Category: Lore]] d9f914c8fe10887391a623845a47b96373f710d8 Expedition Report 15 0 134 248 2023-04-12T21:43:10Z 62.21.26.247 0 Created page with "Date: 7-8th Quenpillar By: Talaedra ‘Prints’ Liadon Taking a now familiar route to the [[Dwarven Falls|Dwarf Falls]], instead of crossing, I led the expedition west, hugging the southern bank of the river. The weather was fine, allowing easy enough passage through the dense terrain. An hour and fifteen minutes on from the falls, we heard the sound of buzzing on our side of the water. Nearby, we found a dried up river bed, home to numerous swarms of bees. We sent the..." wikitext text/x-wiki Date: 7-8th Quenpillar By: Talaedra ‘Prints’ Liadon Taking a now familiar route to the [[Dwarven Falls|Dwarf Falls]], instead of crossing, I led the expedition west, hugging the southern bank of the river. The weather was fine, allowing easy enough passage through the dense terrain. An hour and fifteen minutes on from the falls, we heard the sound of buzzing on our side of the water. Nearby, we found a dried up river bed, home to numerous swarms of bees. We sent the goblin Alli’s feline familiar to try and collect some honey from their hives, but the bees quickly attacked. Not wanting to waste time, we moved on, but noted its location in case of future need. 45 minutes later we reached the [[Floating Rocks|floating rocks]]. This is the first time I’ve stopped to take stock of them; some 200 feet up to even the first of them. We left at around midday, and about an hour and a half later, we came to the towhead where another group I travelled with found a deer carcass one week ago. At the time, it was being sucked dry by giant mosquitoes; the carcass was now gone, as were the insects. Another hour on, and we reached the river’s source, bubbling up from a spot in the gathering hills. From here, making use of Ruben’s spellcraft, I surveyed the area from aloft. To the west I could see at least four rivers converging at different points, as well as two twin sources: the closer stemming from [[Naiad Headwaters|a small pool]], the latter from [[Standing Rock Headwaters|a rock formation]], with a forest in between the two. With Ezekiel’s words about a vault near a river’s source ringing in my ears, we pushed onward. As we advanced, the familiar reported shapes in that pool I’d seen from up high; proceeding with caution, we heard voices raised in mournful song - though we could not understand the words. Determining them to be Sylvan, the goblin Alli approached, where she saw several watery, elemental figures surrounding a central figure. She was politely but firmly rebuffed, being told that their queen was experiencing great sorrow. Not wishing to intrude, we made to leave - however a youngster from the group approached and explained the situation. The queen’s husband - the spirit who inhabits the rocky, waterfall source nearby - has been corrupted, or inhabited by a demonic presence of some kind. She asked if we might be able to help in some way; we agreed, but would need to camp for the night to avoid exhaustion. We ‘camped’ in [[Kruthik Woods|the woods]] nearby, although not in any fashion I’m used to; inside a comfortable, protective hemisphere conjured by Thurrim. I took the final four hours of watch, however to my chagrin, my attention waned; I didn’t notice until too late as a swarm of buzzing insects covered the dome - bees. While odd, this wasn’t of immediate concern - until a reptilian, insectoid creature appeared below us, apparently drawn by the noise to burrow upwards. It was joined by others; scratching and scraping at the floor of Thurrim’s magic bubble; [[Kruthik|kruthiks]], so I’m told. I awoke the others, and dwarf Karadin attempted to parlay with [[Vulture Bees|the bees]] to allow us passage; they had followed us from the previous day, angered at the familiar’s theft of their honey. They would not be reasoned with, and with the dome soon to disappear, we had no option but to fight. Despite the twin threats, we made easy work of the bees and the loathsome hybrids, collecting parts from them for later use. However, we reasoned that we may need more planning in order to help the queen’s husband, and for now made our way back to [[Proto]], vowing to return. [[Category: Expedition Reports]] e639fb907a82c5e0981baa3a7347a05bdeba4708 Naiad Headwaters 0 135 249 2023-04-12T21:57:57Z TimorSol 2 Created page with "A relatively small pond that appears to be approximately 60 feet in diameter and has a irregular shape. The water is clear and appears to be shallow, with a maximum depth of approximately 3-5 feet. The pond is surrounded by tall grasses and various trees, including willows and oaks. The ground around the pond is covered in damp soil and moss. The water has a cool, refreshing temperature, and there is a faint scent of vegetation in the air. The surface of the water is ca..." wikitext text/x-wiki A relatively small pond that appears to be approximately 60 feet in diameter and has a irregular shape. The water is clear and appears to be shallow, with a maximum depth of approximately 3-5 feet. The pond is surrounded by tall grasses and various trees, including willows and oaks. The ground around the pond is covered in damp soil and moss. The water has a cool, refreshing temperature, and there is a faint scent of vegetation in the air. The surface of the water is calm, and small aquatic plants can be seen growing at the bottom of the pond. The pond is home to a group of [[Naiad|Naiads]], creatures that dwell in freshwater sources of the world. [[Category: Locations]] 98b969a74c240befcf51c07cea538342245ba43d Naiad 0 136 250 2023-04-12T21:59:09Z TimorSol 2 Created page with "Naiads are a mystical race of female water nymphs who dwell in the freshwater sources of the world. They are depicted as beautiful and ethereal beings, with long flowing hair and shimmering skin. Their connection to the natural world is strong, and they are often seen as protectors of the surrounding lakes and rivers. Naiads possess magical abilities related to water and nature, and they are often associated with healing and rejuvenation. They are playful and mischievou..." wikitext text/x-wiki Naiads are a mystical race of female water nymphs who dwell in the freshwater sources of the world. They are depicted as beautiful and ethereal beings, with long flowing hair and shimmering skin. Their connection to the natural world is strong, and they are often seen as protectors of the surrounding lakes and rivers. Naiads possess magical abilities related to water and nature, and they are often associated with healing and rejuvenation. They are playful and mischievous, and they are known to sing and dance in the moonlight, luring travelers into their waters with their enchanting voices. Naiads are secretive creatures, and gaining their trust may bring many interesting boons. [[Category: NPCs] f257a611445c3ea5a68dde2803fa5fcf3b1f3509 Naiad 0 136 251 250 2023-04-12T21:59:22Z TimorSol 2 wikitext text/x-wiki Naiads are a mystical race of female water nymphs who dwell in the freshwater sources of the world. They are depicted as beautiful and ethereal beings, with long flowing hair and shimmering skin. Their connection to the natural world is strong, and they are often seen as protectors of the surrounding lakes and rivers. Naiads possess magical abilities related to water and nature, and they are often associated with healing and rejuvenation. They are playful and mischievous, and they are known to sing and dance in the moonlight, luring travelers into their waters with their enchanting voices. Naiads are secretive creatures, and gaining their trust may bring many interesting boons. [[Category: NPCs]] 69c4f080e33e0bed40278da0fccc6b6cf7cc96aa 252 251 2023-04-12T21:59:37Z TimorSol 2 wikitext text/x-wiki Naiads are a mystical race of female water nymphs who dwell in the freshwater sources of the world. They are depicted as beautiful and ethereal beings, with long flowing hair and shimmering skin. Their connection to the natural world is strong, and they are often seen as protectors of the surrounding lakes and rivers. Naiads possess magical abilities related to water and nature, and they are often associated with healing and rejuvenation. They are playful and mischievous, and they are known to sing and dance in the moonlight, luring travelers into their waters with their enchanting voices. Naiads are secretive creatures, and gaining their trust may bring many interesting boons. [[Category: NPC]] 732e3a4556712f98a985280ea004851851d0900b Standing Rock Headwaters 0 112 253 210 2023-04-12T22:07:10Z TimorSol 2 wikitext text/x-wiki Seen from afar, the massive rock was a source of water for a river traveling northwards, situated in [[The Open Fields]]. Upon closer inspection, it seems that the Headwaters is home to some kind of water being that lives inside. There's a waterfall erupting from the stone, that may have a cave. Getting to the cave would require exquisite climbing skills or the usage of natural formations that form above the initial stretch of the river - with the risk of slipping and falling into the water. [[Category: Locations]] a2da01074e4169d576e75930e1c9d8db54d1c788 Rumors 0 127 254 240 2023-04-14T20:54:25Z TimorSol 2 wikitext text/x-wiki Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> The list below is a list of rumors that have been given out to characters during previous expeditions: * One of the Hunters that ventured out tracking big game to the south tells stories about makeshift shrines build of stones and reeds put one on another * There's a burning crack in the ground somewhere towards the south-west. * Someone has seen a group of Dryads or other Fey creatures "towards the forest north of the mountains". * I honestly tell you, i'd much prefer Proto to be SOUTH of here. It's much warmer there. Before the old settlers left Oasis, one of them told me it's a difference like between Shadycreek Run and Port Zoon, just that it's not so far away. Like wouldn't it be much easier for us to not care about the temperature and just sleep on the beaches? On the other side, that same girl told me that if you go too far away from here you wind up in some crazy place where you gotta hide half of the time or you get hunted by some centaur like folk that have whole towns there. But it's not actually centaurs, but some gosh-darn bug people with too many or too few legs. Could be crazy talk though. If they went south, they could as well had malaria or somethin', I dunno. Those folks that lived here for decades were not entirely sane. * Ya know what's intriguing? How the animals got here. Now if they made the whole damn Island a safe of sorts so they can keep they shiny stuff inside without gods seeing it, that's one thing. But it bugs me when I think about all the wildlife around. Rabbits, elk, owls, mice... there's supposedly a whole herd of them horned buffalo they got in Weildmound, running around somewhere west from here. Why would they keep them here? For fun? Last time I checked boars didn't teleport randomly to a Island in the middle of nowhere! Makes me think that some of them crazed wizerds were doing other stuff here, not only using it as a deposit. * West from the floating rocks, in the open plains, there are flocks of murderous creatures flying around that look like they could attack anything in the open fields. * Ah, I met a guy once that went too far south! Poor lad was missing an arm, said he's the only one that survived a viscous attack at night. I told 'em, bears will do that to ya if you got fresh meet on ya. But he told me its'a too fast for a bear, had jaws too big, and walked on two legs like a bird. They tore their camp to shreds, attacked in a pack. My man there started running and never looked back until he made it back here... only thing that saved him was the fact that he fell into a fire-pit and cauterized his wound by accident. Well, that and adrenaline methinks. * Why am I retiring? Me and my lads went a bit too far to the desert. That's what happened. We wanted to go to the spires some other adventurers were talking, but... something poisoned our water in the night, and we had no choice, but to search for something to drink in the jungle. From afar we though there are people there, but they were not. In the treeline... Saw things I would rather not get back to. But I can't, ya know? I can't. Every time I close me eyes, I see the flesh of those things being picked apart piece by piece by crows and seagulls. They were strung to the trees by their torsos... That's why we thought it's humans. But once we approached it became clear they're all dead, and their legs... they didn't have legs, ya hear? Now I'm no hero. I don't go into forests like that, I'd rather starve. Went back to the camp that day. The rest of my party never returned. * ...to be perfectly fair, we got a bit lost there, but there were this flying things on our back and there was not much time for the cartographer to do his thing. So we just kept running and shootin fireballts at em, until they gave up. So I reckon that prolly lured the pigmen to us. They prolly saw the fireworks. So anyway, them flying beats didn't give up on us so easily, but now we're also lookin' at a bunch of pigmen, with beady little eyes and flapping heads. Hadn't touched pork for awhile honestly. Freaks me out. Anyways - them beasts swoop down, but they git both us and those pigmen. Poor Mike didn't make it, but the rest of us dived into some sort of crater and blocked the passage with a rock and started summoning ourselves back to the town. I'm tellin ya, no jokes to be had out there! * I'm NOT lying, I swear I flew on a ship once. Was a sailor back then and they needed someone who knew his way with ropes. But that's not the point, the point is, that I got a decent idea what those flying rocks are. They're ships. Powered by the strength of some magic. The wizards had to build them as some sort of transportation device, right? So they could actually move stuff around here. * You already heard about that new zoo concept they've been talking around here lately? Supposedly a party had a chat with a guy that lives here long enough to remember that the wizards actually had zoos here. But like creepy zoos. Like ya know, zoos with not animals, but like... things. If you ask me, sounds fucked up enough for wizards. But what worries me is that they also talk about some wardens of sorts, giants I hear. I would stay away from mountains for sure if they got the big folk here. [[Category: Lore]] [[Category: Rules]] [[Category: Game Philosophy]] b0a8e6a7ca4e70cf6e2a9383022873acd094ee27 259 254 2023-04-21T09:45:18Z TimorSol 2 wikitext text/x-wiki Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> The list below is a list of rumors that have been given out to characters during previous expeditions: * One of the Hunters that ventured out tracking big game to the south tells stories about makeshift shrines build of stones and reeds put one on another * There's a burning crack in the ground somewhere towards the south-west. * Someone has seen a group of Dryads or other Fey creatures "towards the forest north of the mountains". * I honestly tell you, i'd much prefer Proto to be SOUTH of here. It's much warmer there. Before the old settlers left Oasis, one of them told me it's a difference like between Shadycreek Run and Port Zoon, just that it's not so far away. Like wouldn't it be much easier for us to not care about the temperature and just sleep on the beaches? On the other side, that same girl told me that if you go too far away from here you wind up in some crazy place where you gotta hide half of the time or you get hunted by some centaur like folk that have whole towns there. But it's not actually centaurs, but some gosh-darn bug people with too many or too few legs. Could be crazy talk though. If they went south, they could as well had malaria or somethin', I dunno. Those folks that lived here for decades were not entirely sane. * Ya know what's intriguing? How the animals got here. Now if they made the whole damn Island a safe of sorts so they can keep they shiny stuff inside without gods seeing it, that's one thing. But it bugs me when I think about all the wildlife around. Rabbits, elk, owls, mice... there's supposedly a whole herd of them horned buffalo they got in Weildmound, running around somewhere west from here. Why would they keep them here? For fun? Last time I checked boars didn't teleport randomly to a Island in the middle of nowhere! Makes me think that some of them crazed wizerds were doing other stuff here, not only using it as a deposit. * West from the floating rocks, in the open plains, there are flocks of murderous creatures flying around that look like they could attack anything in the open fields. * Ah, I met a guy once that went too far south! Poor lad was missing an arm, said he's the only one that survived a viscous attack at night. I told 'em, bears will do that to ya if you got fresh meet on ya. But he told me its'a too fast for a bear, had jaws too big, and walked on two legs like a bird. They tore their camp to shreds, attacked in a pack. My man there started running and never looked back until he made it back here... only thing that saved him was the fact that he fell into a fire-pit and cauterized his wound by accident. Well, that and adrenaline methinks. * Why am I retiring? Me and my lads went a bit too far to the desert. That's what happened. We wanted to go to the spires some other adventurers were talking, but... something poisoned our water in the night, and we had no choice, but to search for something to drink in the jungle. From afar we though there are people there, but they were not. In the treeline... Saw things I would rather not get back to. But I can't, ya know? I can't. Every time I close me eyes, I see the flesh of those things being picked apart piece by piece by crows and seagulls. They were strung to the trees by their torsos... That's why we thought it's humans. But once we approached it became clear they're all dead, and their legs... they didn't have legs, ya hear? Now I'm no hero. I don't go into forests like that, I'd rather starve. Went back to the camp that day. The rest of my party never returned. * ...to be perfectly fair, we got a bit lost there, but there were this flying things on our back and there was not much time for the cartographer to do his thing. So we just kept running and shootin fireballts at em, until they gave up. So I reckon that prolly lured the pigmen to us. They prolly saw the fireworks. So anyway, them flying beats didn't give up on us so easily, but now we're also lookin' at a bunch of pigmen, with beady little eyes and flapping heads. Hadn't touched pork for awhile honestly. Freaks me out. Anyways - them beasts swoop down, but they git both us and those pigmen. Poor Mike didn't make it, but the rest of us dived into some sort of crater and blocked the passage with a rock and started summoning ourselves back to the town. I'm tellin ya, no jokes to be had out there! * I'm NOT lying, I swear I flew on a ship once. Was a sailor back then and they needed someone who knew his way with ropes. But that's not the point, the point is, that I got a decent idea what those flying rocks are. They're ships. Powered by the strength of some magic. The wizards had to build them as some sort of transportation device, right? So they could actually move stuff around here. * You already heard about that new zoo concept they've been talking around here lately? Supposedly a party had a chat with a guy that lives here long enough to remember that the wizards actually had zoos here. But like creepy zoos. Like ya know, zoos with not animals, but like... things. If you ask me, sounds fucked up enough for wizards. But what worries me is that they also talk about some wardens of sorts, giants I hear. I would stay away from mountains for sure if they got the big folk here. * So lad, have you heard about the old harbor ruins yet? Word is that there's a secondary port somewhere south. I think the fiend saw it from a distance, I hear? I met a guy that said he saw it with a spyglass from the ship he traveled. Supposedly the structures are massive, made of old weathered stone, like a second Proto. But I also had the opportunity to talk to a guy that left Proto when they had a chance, and he said the ruins are cursed. Anyone who enters risks never coming back. I think I heard about one other party of 5 that went there and never returned. Uneasy stuff, I tell you... I mean, if it's so massive, probably people lived there, so maybe it's the ghosts of the poor workers that were left here to rot? The guy I talked to said something about humans moving about the ruins, searching for something, but it could be that party... time is a weird soup. [[Category: Lore]] [[Category: Rules]] [[Category: Game Philosophy]] 00647a7ea9e7e0862d5812e91d3f17ac6b3d621c Bulette 0 78 255 164 2023-04-15T21:43:44Z TimorSol 2 wikitext text/x-wiki A bulette is a fearsome monster that resembles a cross between a giant armadillo and a shark. It has a heavily armored body, with tough, scaly plates covering its back and sides. Its head is shaped like a pointed snout, filled with rows of razor-sharp teeth, and its eyes are small and dark. The bulette's powerful legs end in sharp claws, allowing it to tunnel through the earth with ease. It is an incredibly fast and deadly predator, capable of leaping out of the ground to ambush its prey. When it attacks, the bulette's powerful jaws can crush bone and its claws can tear apart even the toughest armor. It is a terrifying sight, and few creatures can stand up to the bulette's ferocity and strength. '''The Lorekeepers of Proto had some additional insights about the creatures, citing the following text:''' ''The headman expressed gratitude for the hunter's arrival since his village was being terrorized by a giant bulette, an albino variety known as "Mobh Idich". Many warriors tried to hunt it but failed as the bulette attacked them one by one or in small groups. The hunter described the bulette's appearance, explaining that its body had thick scaly plates forming a carapace on its back, and its mouth had rows of sharp teeth. It could hide it's legs and use the powerful tail as a way to traverse the ground. The hunter had discovered that the bulette hunted by sensing vibrations in the earth rather than scent. He used a kobold as bait to lure the bulette, shooting the monster with a poisoned quarrel as it burst from the ground. He chased the creature as it fled underground, believing that the poison would weaken it and make it an easier target. But as he followed it, he began to realize that this was not a lone bulette. He stumbled upon a whole pack of them, hunting like a pack of sharks. If they encircled him, he would surely die, emerging from the ground with ferocious snarls and snapping jaws. The hunter's heart raced as he realized the gravity of his situation - he was now facing multiple bulettes, not just the one he had been hunting. He returned to the village and rallied the bravest warriors to his cause. Together, they devised a plan: they would use the village's livestock as bait, luring the bulettes out of their lair and into an ambush. The plan worked perfectly. As the bullettes charged towards the hapless livestock, the hunters sprang from their hiding places and attacked with swords and spears. The hunter himself took aim with his crossbow, taking down one bullette after another with his poisoned quarrels. Bulettes, with their powerful and muscular legs, are capable of moving at an incredible speed while travelling above ground or beneath the earth's surface. Their movements are so swift and powerful that they can cause minor tremors and shake the ground as they pass by. These tremors are often strong enough to cause nearby trees and bushes to shake and stir. In areas where bullettes are known to be present, one may also come across shallow burrows and pits dug into the ground. In some cases, the walls of these pits are so smooth and steep that it would be nearly impossible for any creature other than the bulette to climb out of them. Finally, one of the most telling signs of a bulette's presence is the scent of its musky and pungent odor, which can linger long after the creature has moved on. Experienced trackers and hunters may be able to identify the scent of a bulette from a distance. As fearsome as the bulette is, it is not without its weaknesses. Firstly, it has a limited range of vision, relying mostly on vibrations to detect prey. Additionally, despite its massive size and strength, the bulette's tough hide is not impenetrable. Weapons made of adamantine or other rare materials can pierce its armor and inflict serious damage. Although it is undeniably fast and powerful, it is also quite large and cumbersome, which can make it vulnerable to attacks from smaller and more nimble opponents. On the other hand, the bulette possesses some truly impressive strengths that make it a formidable opponent. Its speed and agility are unmatched by most creatures of its size, allowing it to quickly close the gap between itself and its prey. And perhaps most terrifying of all, the bulette possesses the ability to burrow through the ground at incredible speeds, allowing it to surprise its prey from below and attack with deadly force.'' [[Category: Monsters]] 6d891cfd84e0a29f72f1c3731e2c866366f0763b 256 255 2023-04-15T21:44:26Z TimorSol 2 wikitext text/x-wiki A bulette is a fearsome monster that resembles a cross between a giant armadillo and a shark. It has a heavily armored body, with tough, scaly plates covering its back and sides. Its head is shaped like a pointed snout, filled with rows of razor-sharp teeth, and its eyes are small and dark. The bulette's powerful legs end in sharp claws, allowing it to tunnel through the earth with ease. It is an incredibly fast and deadly predator, capable of leaping out of the ground to ambush its prey. When it attacks, the bulette's powerful jaws can crush bone and its claws can tear apart even the toughest armor. It is a terrifying sight, and few creatures can stand up to the bulette's ferocity and strength. '''The Lorekeepers of Proto had some additional insights about the creatures, citing the following text:''' ''The headman expressed gratitude for the hunter's arrival since his village was being terrorized by a giant bulette, an albino variety known as "Mobh Idich". Many warriors tried to hunt it but failed as the bulette attacked them one by one or in small groups. The hunter described the bulette's appearance, explaining that its body had thick scaly plates forming a carapace on its back, and its mouth had rows of sharp teeth. It could hide it's legs and use the powerful tail as a way to traverse the ground. The hunter had discovered that the bulette hunted by sensing vibrations in the earth rather than scent. He used a kobold as bait to lure the bulette, shooting the monster with a poisoned quarrel as it burst from the ground. He chased the creature as it fled underground, believing that the poison would weaken it and make it an easier target.'' ''But as he followed it, he began to realize that this was not a lone bulette. He stumbled upon a whole pack of them, hunting like a pack of sharks. If they encircled him, he would surely die, emerging from the ground with ferocious snarls and snapping jaws. The hunter's heart raced as he realized the gravity of his situation - he was now facing multiple bulettes, not just the one he had been hunting. He returned to the village and rallied the bravest warriors to his cause. Together, they devised a plan: they would use the village's livestock as bait, luring the bulettes out of their lair and into an ambush.'' ''The plan worked perfectly. As the bullettes charged towards the hapless livestock, the hunters sprang from their hiding places and attacked with swords and spears. The hunter himself took aim with his crossbow, taking down one bullette after another with his poisoned quarrels.'' ''Bulettes, with their powerful and muscular legs, are capable of moving at an incredible speed while travelling above ground or beneath the earth's surface. Their movements are so swift and powerful that they can cause minor tremors and shake the ground as they pass by. These tremors are often strong enough to cause nearby trees and bushes to shake and stir.'' ''In areas where bullettes are known to be present, one may also come across shallow burrows and pits dug into the ground. In some cases, the walls of these pits are so smooth and steep that it would be nearly impossible for any creature other than the bulette to climb out of them.'' ''Finally, one of the most telling signs of a bulette's presence is the scent of its musky and pungent odor, which can linger long after the creature has moved on. Experienced trackers and hunters may be able to identify the scent of a bulette from a distance.'' ''As fearsome as the bulette is, it is not without its weaknesses. Firstly, it has a limited range of vision, relying mostly on vibrations to detect prey. Additionally, despite its massive size and strength, the bulette's tough hide is not impenetrable. Weapons made of adamantine or other rare materials can pierce its armor and inflict serious damage. Although it is undeniably fast and powerful, it is also quite large and cumbersome, which can make it vulnerable to attacks from smaller and more nimble opponents. On the other hand, the bulette possesses some truly impressive strengths that make it a formidable opponent. Its speed and agility are unmatched by most creatures of its size, allowing it to quickly close the gap between itself and its prey. And perhaps most terrifying of all, the bulette possesses the ability to burrow through the ground at incredible speeds, allowing it to surprise its prey from below and attack with deadly force.'' [[Category: Monsters]] 3fc6e86cb2aba4bee81487d83b542e1f0aa120ea Yuan-Ti 0 70 257 150 2023-04-15T22:04:58Z TimorSol 2 wikitext text/x-wiki Oasis Yuan-Ti are supposedly living as a tribe somewhere south of [[Proto]], inside the jungle. They are snake-like humanoids, with varying amount and degree of snake elements in their bodies, potentially denoting their social status.<br> Different adventurers encountered two Yuan-Ti representatives. [[Murxlax]] and [[Zokiel]]. A lorekeeper in [[Proto]] informed the adventurers about the language Yuan-ti use: ''The language - if they speak the general variant of it - is known as Sssian. It is made up of a series of sibilant hisses, clicks, and guttural growls that are difficult for non-Yuan-ti to replicate. In terms of similarities to other languages, it shares some with languages spoken by reptilian and snake-like creatures such as Draconic and the forgotten language of Sarrukh. However, due to its isolation and unique evolution, it has many unique features that are not present in other languages. It is a complex and nuanced form of communication.'' ''One of the unique features of Sssian is that it is a tonal language, meaning that the meaning of a word can change depending on the tone in which it is spoken. Another issue with it is its rather obscure ability to convey emotions and intentions through subtle changes in tone and body language. Yuan-ti are known for their use of pheromones and other chemical signals to communicate with each other, and this is reflected in their language as well.'' [[Category: Lore]] [[Category: Monsters]] 68d4a0b6aaef5c3ffe603cf5fa0f4419c9e75c56 Old Cemetery 0 15 258 44 2023-04-16T11:25:22Z TimorSol 2 wikitext text/x-wiki The Old Cemetery was used by the original inhabitants of Proto, and potentially by earlier inhabitants of the Island. The graveyard is a couple of miles away from the Town itself, to not spoil any of the water or ground near the town. It is situated on a cliff, roughly 30 feet above the water line. <br> There are multiple graves above the cliff, some of them old, some new. Additionally, there's the constant sound of wood thumping on rocks audible nearby. Some of the town inhabitants have a custom of leaving corpses in their coffins, and hanging them by chains from the cliffs. This way the water takes them away with time, smashing the wood against the rocky cliff and finally taking the corpses away to the depths.<br> The cemetery has a sub-level, roughly 10 feet below the earth, with a set of corridors and chambers seemingly used as burial grounds from earlier generations. [[File:3009 - Graveyard isometric 80x76.jpg|thumb|The Old Graveyard]] [[Category: Locations]] 72996604a26fc27dcb5a208d6df812720cd84153 Expedition Report 16 0 137 260 2023-04-24T09:06:27Z TimorSol 2 Created page with "==== Report by Borg Prime ==== Date: 9-11 Quen'npillar I have read the previous reports and studied maps from [[Category:Expedition_Reports|previous expeditions]], and familiarized myself with [[https://oasis.miraheze.org/wiki/Category:Locations|known locations]]. Sadly, I do not have an internalized compass, besides the moral one, so we had to rely on one of the hoomans to guide us, with my directions. Notably, we are accompanied by Three, the Steel Defender built by..." wikitext text/x-wiki ==== Report by Borg Prime ==== Date: 9-11 Quen'npillar I have read the previous reports and studied maps from [[Category:Expedition_Reports|previous expeditions]], and familiarized myself with [[https://oasis.miraheze.org/wiki/Category:Locations|known locations]]. Sadly, I do not have an internalized compass, besides the moral one, so we had to rely on one of the hoomans to guide us, with my directions. Notably, we are accompanied by Three, the Steel Defender built by Sydri. We left [[Proto]] and went west, towards the [[Fey Lake]]. After 45 minutes we saw a [[Tree Markings|marking]] (X with a tombstone) that would lead us to the Old Cemetery, and we continued West to the Fey Lake. After 2 hours from Proto we got there. For science, I decided to walk on its bottom, and I saw a lot of baubles and shiny coin pieces there. Nothing worth noticing. A few hoomans gave their offerings to the lake. I believe they will need to learn to not praise false idols, but all in its time. The party did some awkward climbing on a cliff that could be easily circumvented, and one member even did something that I came to know as parkour. Obviously, Three was the best at this job. I admire his silent, suffering devotion to his master. As previous expeditions noted, the water is magically enchanted. We continued south, and after 200 ft we left a letter L marked on a tree, to denote the distance in which the animal calming magic of the Lake works. After some time, we ran into a stream. One hour west, and we got to the [[River Arch|Arch]], which it’s 50-60 ft tall. I had Three look through the spyglass to see the marvels of the Arch’s decorations. He seemed interested. Next, we went to [[Purpur's Headwater|Purpur’s home]] (an additional hour) and as someone built between the stones, I asked him if he wanted some Acid, but he did not. Perhaps he didn’t eat lately, as Acid helps clear the sludge that forms from processing food by elementals. I poured the acid into my vials, maybe we’ll meet someone else who will be interested. We continued south-west, and we ended up being slightly off the place where we were headed. We spent our downtime resting, since we knew most things about this region. Sydri has been covering before centipedes, E.L. and the others spent the time looking around, while I spent my time teaching the wisdom of the Lord of Blades to Three. I have left them a piton with a stanza of the holy scripture of the Lord. I hope they will be, one day, awakened by the virus, as I was. All hail the blade and hammer. In the morning, we got attacked by some creatures, and Sydri’s elvish eyes recognized [[Gnoll|Gnolls]]. We prepared an ambush, but it seems they ambushed us instead, seeing through our charade. Luckily, their aim was, as my fathers called it: kompletnie gówniany. Which translates into “not good at all”. As it is, we start shooting at them, Three wakes up the rest of the party, and I call them to cease and desist. They are somewhat unresponsive. We made quick work with them. One tried to run away but I patted it on the back with a hammer, and it was clearly slower than we are. EL interrogated the gnoll a bit with a mix of telepathy and yip-yaps. He (I checked) seemed to understand us enough to be communicative. He was part of a tribe, and came specifically for us in the tribe. EL conveyed all our threats to him, as I was ready to commence torture, but seemingly the creature was more composed then we thought, clearly not impressed by my threats. Sydri took the four heads of gnolls with him, so that the gloomy cleric could talk with them later. He also took the limbs for whatever reason. Unsettling, we would never do that. We left the corpses there for the animals to eat. While Sydri built himself a mechanical servant, I have come to actually appreciate his craft with the knife. It may or may not be his fault that he fails to see how wrong his subjugation of Three is. Because we now had a captive gnoll, we decided to go back to Proto swinging by the mushroom forest. We went directly south-east, after 1 hour in the forest and 30 minutes of easy terrain, we spent 4 hours in a marshland to get to the mushroom forest patch. Lots of mosquitos in the marshland, I am sure the hoomans will have a lot of bites tomorrow. Ha.Ha.Ha. In the forest I stayed back, while others investigated the mushroom cap ring. Surprisingly, [[Redcap|ugly halfings]] surprised us with an attack. I can only assume they were halflings - long beards, crazy eyes, red caps on their heads and sickles (possibly for farming) in their hands. They wore heavy wooden shoes, possibly to compensate for something. We made them go back to their little cottages, and once again, me and Sydri carved the bodies up to see the order of things on the inside. Some party members decided to try some mushrooms, with or without mayo provided by my alchemist jug. The servant master Sydri made Three devour one such, we fed one to the Gnoll and one was eaten by Laesu. The first two had some sort of… recognition in their eyes. Laesu seemingly befriended a snake for a couple of hours. We took 5 toadstools with root balls with us - 3 big and 2 small. For science. We took the path back home and sadly wandered a bit too much, thus draining my internal battery to levels that are threatening to my wellbeing. I shall rest for two days now. ==== Report by E-L. ==== (originally written in cypher, some portions redacted for this posting) L- I’m not sure how long this message will take to reach you. I’m entrusting it with a captain of some ill-repute that visits this place, and he has promised to deliver to the normal contact in P___ D_____. Apologies as well for the old-fashioned double-writing, but with no direct communication I had to resort to this. I assumed you could remember this one - since you taught it to me! Next time I will probably add ________, for safety. This place is not quite what either of us probably expected. Isolated, yes, but there appears to be a fairly significant turnover of adventurers (for the lack of a better word) and some collection of old shipwrecked and/or abandoned persons. The latter serve to some degree as the locals of the [[Proto|main port town]], though most seem to have very little understanding/remembrance of the outside world. The trip here was uneventful, and it turned out three of the adventures that went on my first expedition outside P____ were on the ship as well. They had not seen through my disguise… or were too polite to admit it. As for the actual island, a few things stand out from my first venture. First, the island is quite large. We traveled by foot for several days, and I feel like despite the best efforts of previous explorers (by my count at least 15 prior expeditions), the understanding of the landscape is still fairly rudimentary. Even though I had never left P____, I was chosen - to my shock - to navigate for this group. More on this later. Second, the island is quite dangerous and extremely magical, just as you suspected. I have not done much research here, but there are a lot rumors about “wizards” and “[[Vaults|vaults]]” and “forgotten magic” just as you theorized. As of yet, no sign about _______ _________ ___________ __________ _______________ or _________ ____________ ____________. I will keep looking. In theory, the point of the expedition was to reach a rumored ‘[[The Desert|desert]]’ that lies far to the _____. By my estimation we never came close. We traveled upstream, found what seems to be the [[Fey Lake|source of freshwater for the town]]. This was an enchanted lake, which I was told was inhabited by some spirit. The enchantment seems to be some sort of calming effect on the native fauna, where predator and prey. I lucked out and was able to determine the exact edge of this enchantment, which may prove useful in the future. (I marked the boundary of this enchantment with “L” - an inside joke I share with you now.) L, this place is filled with a ridiculous set of wonders - a [[River Arch|stone arch]] left across a river, with no clear sign of who built it or why! Clear hints of conjuration magic though. - elementals, fey, and monsters! - So magic and mystery punctuated by long stretches of normalcy and emptiness and, well, to put it as best as I can describe it “anyplaceness”. I could have been walking between Z____ and home for much of this trip. For example, there is [[Stone Path Marshland|a marsh]] here that took us 4 hours to traverse, and only then because we had no concept of how to avoid it or get around it! I get ahead of myself slightly in this message. I will backtrack. On this wandering, I attempted to learn a bit of my companions, and I’ll report what I can. B___ P: an automaton of some impressive construction. Driven, and dry. You’d like them. They reminds me of _____, though besides the religious fervor, I’m not sure it’s a comparison either would like. We had a small conversation about appearances and self, which I found amusing and enlightening, but I think he meant well. As you taught me, when I can appear to be anybody I want, why would I want to be myself? L___ N: a tiefling (outcasts stick together right?) who I got into a discussion about luck versus destiny. Eventually he admitted destiny brought him here. No judgment - of course it did. At least they admitted it. (You’ll be happy to know I mentioned nothing of destiny driving me here. Since I know exactly what drove me here.) P____ S: I’ve forgotten the term you used, but P____ is certainly that type of warrior that uses their own blood to make their enemies suffer. An elf, though which clan is beyond my recognition. S____ D: a party member who had been here and been on several expeditions before. Had their own mechanical construct, though I did not press whether they made it here or not. For a more experienced person, seemed to have had a traumatic experience involving large centipedes (which thankfully we did not re-encounter). A fairly motley crew, to be said. We reached our theoretically halfway point - a recently(?) [[The Foresters Camp|abandoned forester camp]], and while we set up for the night, a group of [[Gnoll|gnolls]] stumbled into camp (intentionally? By accident?) and we were forced to fight. Thankfully the other member of the party proved capable in combat, and we managed to keep one alive. (There was - I think you will appreciate - a fair bit of gnoll dissection as well.) I’ve forgotten how dense some people can be, and unfortunately, this gnoll… unlike X____ back in Z____, was quite useless. Obviously just a common soldier, with little understanding of geography or the magic/danger around them. I communicated with him, but I have not reached the level of skill yet where I could understand him. Perhaps in time this will be available to me like it was made for you. I will continue to practice. This capture changed our entire plan, and instead of heading towards the desert, we turned ____ and tried to find some [[Ring of Mushrooms|enchanted mushrooms]]. Enter the four hour swamp mentioned above. We did find the mushrooms, in time. Though I have to admit that this change in direction and location (and the multitude of mosquito bites) completely frazzled my brain. It would prove costly as spent far too long returning to town afterwards. But the mushrooms were there, protected by what - I can only assume from your instruction - were [[Redcap|fey creatures]]. Again, the party proved capable, and we killed them, stole some of the mushrooms, and even (though I did not partake) tested some of them out. The automaton mentioned above (the ‘self-aware’ one) has a spigot on his side that makes a white-ish condiment. I believe he called it “miracle whip”, though I don’t remember now. But this excursion was quite draining, and I didn’t quite feel like myself after the encounter at the mushroom. Discombobulated, I misread some key landmarks and it took us several extra hours to return to town. At least so far, little blame has come my way, though that may be because I use multiple faces in town. Habits are hard to break! Mapping this land will prove critical in the coming weeks. Although your training in this front is useful, I am without tools for the time being (having lost them in the last few years). I know last we communicated, you expressed interest into how I was progressing on the skills you showed me. Unfortunately, I am still reliant on physical stones (for a sling I purchased here)… but I hope that that will disappear in a short time. The enemies here were susceptible to my ‘other’ attacks, which at least should be some relief to you based on your theories. Whatever magic blocks communication does not extend to the basic short-range psychic aspects you and I have come to rely on. Much love, your brother, E. e28138a8c3e9d3a010a26c437139fb0f33016e51 261 260 2023-04-24T09:09:22Z TimorSol 2 wikitext text/x-wiki ==== Report by Borg Prime ==== Date: 9-11 Quen'npillar I have read the previous reports and studied maps from [[Category:Expedition_Reports|previous expeditions]], and familiarized myself with [[https://oasis.miraheze.org/wiki/Category:Locations|known locations]]. Sadly, I do not have an internalized compass, besides the moral one, so we had to rely on one of the hoomans to guide us, with my directions. Notably, we are accompanied by Three, the Steel Defender built by Sydri. We left [[Proto]] and went west, towards the [[Fey Lake]]. After 45 minutes we saw a [[Tree Markings|marking]] (X with a tombstone) that would lead us to the Old Cemetery, and we continued West to the Fey Lake. After 2 hours from Proto we got there. For science, I decided to walk on its bottom, and I saw a lot of baubles and shiny coin pieces there. Nothing worth noticing. A few hoomans gave their offerings to the lake. I believe they will need to learn to not praise false idols, but all in its time. The party did some awkward climbing on a cliff that could be easily circumvented, and one member even did something that I came to know as parkour. Obviously, Three was the best at this job. I admire his silent, suffering devotion to his master. As previous expeditions noted, the water is magically enchanted. We continued south, and after 200 ft we left a letter L marked on a tree, to denote the distance in which the animal calming magic of the Lake works. After some time, we ran into a stream. One hour west, and we got to the [[River Arch|Arch]], which it’s 50-60 ft tall. I had Three look through the spyglass to see the marvels of the Arch’s decorations. He seemed interested. Next, we went to [[Purpur's Headwater|Purpur’s home]] (an additional hour) and as someone built between the stones, I asked him if he wanted some Acid, but he did not. Perhaps he didn’t eat lately, as Acid helps clear the sludge that forms from processing food by elementals. I poured the acid into my vials, maybe we’ll meet someone else who will be interested. We continued south-west, and we ended up being slightly off the place where we were headed. We spent our downtime resting, since we knew most things about this region. Sydri has been covering before centipedes, E.L. and the others spent the time looking around, while I spent my time teaching the wisdom of the Lord of Blades to Three. I have left them a piton with a stanza of the holy scripture of the Lord. I hope they will be, one day, awakened by the virus, as I was. All hail the blade and hammer. In the morning, we got attacked by some creatures, and Sydri’s elvish eyes recognized [[Gnoll|Gnolls]]. We prepared an ambush, but it seems they ambushed us instead, seeing through our charade. Luckily, their aim was, as my fathers called it: kompletnie gówniany. Which translates into “not good at all”. As it is, we start shooting at them, Three wakes up the rest of the party, and I call them to cease and desist. They are somewhat unresponsive. We made quick work with them. One tried to run away but I patted it on the back with a hammer, and it was clearly slower than we are. EL interrogated the gnoll a bit with a mix of telepathy and yip-yaps. He (I checked) seemed to understand us enough to be communicative. He was part of a tribe, and came specifically for us in the tribe. EL conveyed all our threats to him, as I was ready to commence torture, but seemingly the creature was more composed then we thought, clearly not impressed by my threats. Sydri took the four heads of gnolls with him, so that the gloomy cleric could talk with them later. He also took the limbs for whatever reason. Unsettling, we would never do that. We left the corpses there for the animals to eat. While Sydri built himself a mechanical servant, I have come to actually appreciate his craft with the knife. It may or may not be his fault that he fails to see how wrong his subjugation of Three is. Because we now had a captive gnoll, we decided to go back to Proto swinging by the mushroom forest. We went directly south-east, after 1 hour in the forest and 30 minutes of easy terrain, we spent 4 hours in a marshland to get to the mushroom forest patch. Lots of mosquitos in the marshland, I am sure the hoomans will have a lot of bites tomorrow. Ha.Ha.Ha. In the forest I stayed back, while others investigated the mushroom cap ring. Surprisingly, [[Redcap|ugly halfings]] surprised us with an attack. I can only assume they were halflings - long beards, crazy eyes, red caps on their heads and sickles (possibly for farming) in their hands. They wore heavy wooden shoes, possibly to compensate for something. We made them go back to their little cottages, and once again, me and Sydri carved the bodies up to see the order of things on the inside. Some party members decided to try some mushrooms, with or without mayo provided by my alchemist jug. The servant master Sydri made Three devour one such, we fed one to the Gnoll and one was eaten by Laesu. The first two had some sort of… recognition in their eyes. Laesu seemingly befriended a snake for a couple of hours. We took 5 toadstools with root balls with us - 3 big and 2 small. For science. We took the path back home and sadly wandered a bit too much, thus draining my internal battery to levels that are threatening to my wellbeing. I shall rest for two days now. ==== Report by E-L. ==== (originally written in cypher, some portions redacted for this posting) L- I’m not sure how long this message will take to reach you. I’m entrusting it with a captain of some ill-repute that visits this place, and he has promised to deliver to the normal contact in P___ D_____. Apologies as well for the old-fashioned double-writing, but with no direct communication I had to resort to this. I assumed you could remember this one - since you taught it to me! Next time I will probably add ________, for safety. This place is not quite what either of us probably expected. Isolated, yes, but there appears to be a fairly significant turnover of adventurers (for the lack of a better word) and some collection of old shipwrecked and/or abandoned persons. The latter serve to some degree as the locals of the [[Proto|main port town]], though most seem to have very little understanding/remembrance of the outside world. The trip here was uneventful, and it turned out three of the adventures that went on my first expedition outside P____ were on the ship as well. They had not seen through my disguise… or were too polite to admit it. As for the actual island, a few things stand out from my first venture. First, the island is quite large. We traveled by foot for several days, and I feel like despite the best efforts of previous explorers (by my count at least 15 prior expeditions), the understanding of the landscape is still fairly rudimentary. Even though I had never left P____, I was chosen - to my shock - to navigate for this group. More on this later. Second, the island is quite dangerous and extremely magical, just as you suspected. I have not done much research here, but there are a lot rumors about “wizards” and “[[Vaults|vaults]]” and “forgotten magic” just as you theorized. As of yet, no sign about _______ _________ ___________ __________ _______________ or _________ ____________ ____________. I will keep looking. In theory, the point of the expedition was to reach a rumored ‘[[The Desert|desert]]’ that lies far to the _____. By my estimation we never came close. We traveled upstream, found what seems to be the [[Fey Lake|source of freshwater for the town]]. This was an enchanted lake, which I was told was inhabited by some spirit. The enchantment seems to be some sort of calming effect on the native fauna, where predator and prey. I lucked out and was able to determine the exact edge of this enchantment, which may prove useful in the future. (I marked the boundary of this enchantment with “L” - an inside joke I share with you now.) L, this place is filled with a ridiculous set of wonders - a [[River Arch|stone arch]] left across a river, with no clear sign of who built it or why! Clear hints of conjuration magic though. - elementals, fey, and monsters! - So magic and mystery punctuated by long stretches of normalcy and emptiness and, well, to put it as best as I can describe it “anyplaceness”. I could have been walking between Z____ and home for much of this trip. For example, there is [[Stone Path Marshland|a marsh]] here that took us 4 hours to traverse, and only then because we had no concept of how to avoid it or get around it! I get ahead of myself slightly in this message. I will backtrack. On this wandering, I attempted to learn a bit of my companions, and I’ll report what I can. B___ P: an automaton of some impressive construction. Driven, and dry. You’d like them. They reminds me of _____, though besides the religious fervor, I’m not sure it’s a comparison either would like. We had a small conversation about appearances and self, which I found amusing and enlightening, but I think he meant well. As you taught me, when I can appear to be anybody I want, why would I want to be myself? L___ N: a tiefling (outcasts stick together right?) who I got into a discussion about luck versus destiny. Eventually he admitted destiny brought him here. No judgment - of course it did. At least they admitted it. (You’ll be happy to know I mentioned nothing of destiny driving me here. Since I know exactly what drove me here.) P____ S: I’ve forgotten the term you used, but P____ is certainly that type of warrior that uses their own blood to make their enemies suffer. An elf, though which clan is beyond my recognition. S____ D: a party member who had been here and been on several expeditions before. Had their own mechanical construct, though I did not press whether they made it here or not. For a more experienced person, seemed to have had a traumatic experience involving large centipedes (which thankfully we did not re-encounter). A fairly motley crew, to be said. We reached our theoretically halfway point - a recently(?) [[The Foresters Camp|abandoned forester camp]], and while we set up for the night, a group of [[Gnoll|gnolls]] stumbled into camp (intentionally? By accident?) and we were forced to fight. Thankfully the other member of the party proved capable in combat, and we managed to keep one alive. (There was - I think you will appreciate - a fair bit of gnoll dissection as well.) I’ve forgotten how dense some people can be, and unfortunately, this gnoll… unlike X____ back in Z____, was quite useless. Obviously just a common soldier, with little understanding of geography or the magic/danger around them. I communicated with him, but I have not reached the level of skill yet where I could understand him. Perhaps in time this will be available to me like it was made for you. I will continue to practice. This capture changed our entire plan, and instead of heading towards the desert, we turned ____ and tried to find some [[Ring of Mushrooms|enchanted mushrooms]]. Enter the four hour swamp mentioned above. We did find the mushrooms, in time. Though I have to admit that this change in direction and location (and the multitude of mosquito bites) completely frazzled my brain. It would prove costly as spent far too long returning to town afterwards. But the mushrooms were there, protected by what - I can only assume from your instruction - were [[Redcap|fey creatures]]. Again, the party proved capable, and we killed them, stole some of the mushrooms, and even (though I did not partake) tested some of them out. The automaton mentioned above (the ‘self-aware’ one) has a spigot on his side that makes a white-ish condiment. I believe he called it “miracle whip”, though I don’t remember now. But this excursion was quite draining, and I didn’t quite feel like myself after the encounter at the mushroom. Discombobulated, I misread some key landmarks and it took us several extra hours to return to town. At least so far, little blame has come my way, though that may be because I use multiple faces in town. Habits are hard to break! Mapping this land will prove critical in the coming weeks. Although your training in this front is useful, I am without tools for the time being (having lost them in the last few years). I know last we communicated, you expressed interest into how I was progressing on the skills you showed me. Unfortunately, I am still reliant on physical stones (for a sling I purchased here)… but I hope that that will disappear in a short time. The enemies here were susceptible to my ‘other’ attacks, which at least should be some relief to you based on your theories. Whatever magic blocks communication does not extend to the basic short-range psychic aspects you and I have come to rely on. Much love, your brother, E. [[Category: Expedition Reports]] 4033d7f83652c058a62e110ace816bc595ab0655 262 261 2023-04-24T09:25:15Z TimorSol 2 wikitext text/x-wiki ==== Report by Borg Prime ==== Date: 9-11 Quen'npillar I have read the previous reports and studied maps from [[Category:Expedition_Reports|previous expeditions]], and familiarized myself with [[Category:Locations|known locations]]. Sadly, I do not have an internalized compass, besides the moral one, so we had to rely on one of the hoomans to guide us, with my directions. Notably, we are accompanied by Three, the Steel Defender built by Sydri. We left [[Proto]] and went west, towards the [[Fey Lake]]. After 45 minutes we saw a [[Tree Markings|marking]] (X with a tombstone) that would lead us to the Old Cemetery, and we continued West to the Fey Lake. After 2 hours from Proto we got there. For science, I decided to walk on its bottom, and I saw a lot of baubles and shiny coin pieces there. Nothing worth noticing. A few hoomans gave their offerings to the lake. I believe they will need to learn to not praise false idols, but all in its time. The party did some awkward climbing on a cliff that could be easily circumvented, and one member even did something that I came to know as parkour. Obviously, Three was the best at this job. I admire his silent, suffering devotion to his master. As previous expeditions noted, the water is magically enchanted. We continued south, and after 200 ft we left a letter L marked on a tree, to denote the distance in which the animal calming magic of the Lake works. After some time, we ran into a stream. One hour west, and we got to the [[River Arch|Arch]], which it’s 50-60 ft tall. I had Three look through the spyglass to see the marvels of the Arch’s decorations. He seemed interested. Next, we went to [[Purpur's Headwater|Purpur’s home]] (an additional hour) and as someone built between the stones, I asked him if he wanted some Acid, but he did not. Perhaps he didn’t eat lately, as Acid helps clear the sludge that forms from processing food by elementals. I poured the acid into my vials, maybe we’ll meet someone else who will be interested. We continued south-west, and we ended up being slightly off the place where we were headed. We spent our downtime resting, since we knew most things about this region. Sydri has been covering before centipedes, E.L. and the others spent the time looking around, while I spent my time teaching the wisdom of the Lord of Blades to Three. I have left them a piton with a stanza of the holy scripture of the Lord. I hope they will be, one day, awakened by the virus, as I was. All hail the blade and hammer. In the morning, we got attacked by some creatures, and Sydri’s elvish eyes recognized [[Gnoll|Gnolls]]. We prepared an ambush, but it seems they ambushed us instead, seeing through our charade. Luckily, their aim was, as my fathers called it: kompletnie gówniany. Which translates into “not good at all”. As it is, we start shooting at them, Three wakes up the rest of the party, and I call them to cease and desist. They are somewhat unresponsive. We made quick work with them. One tried to run away but I patted it on the back with a hammer, and it was clearly slower than we are. EL interrogated the gnoll a bit with a mix of telepathy and yip-yaps. He (I checked) seemed to understand us enough to be communicative. He was part of a tribe, and came specifically for us in the tribe. EL conveyed all our threats to him, as I was ready to commence torture, but seemingly the creature was more composed then we thought, clearly not impressed by my threats. Sydri took the four heads of gnolls with him, so that the gloomy cleric could talk with them later. He also took the limbs for whatever reason. Unsettling, we would never do that. We left the corpses there for the animals to eat. While Sydri built himself a mechanical servant, I have come to actually appreciate his craft with the knife. It may or may not be his fault that he fails to see how wrong his subjugation of Three is. Because we now had a captive gnoll, we decided to go back to Proto swinging by the mushroom forest. We went directly south-east, after 1 hour in the forest and 30 minutes of easy terrain, we spent 4 hours in a marshland to get to the mushroom forest patch. Lots of mosquitos in the marshland, I am sure the hoomans will have a lot of bites tomorrow. Ha.Ha.Ha. In the forest I stayed back, while others investigated the mushroom cap ring. Surprisingly, [[Redcap|ugly halfings]] surprised us with an attack. I can only assume they were halflings - long beards, crazy eyes, red caps on their heads and sickles (possibly for farming) in their hands. They wore heavy wooden shoes, possibly to compensate for something. We made them go back to their little cottages, and once again, me and Sydri carved the bodies up to see the order of things on the inside. Some party members decided to try some mushrooms, with or without mayo provided by my alchemist jug. The servant master Sydri made Three devour one such, we fed one to the Gnoll and one was eaten by Laesu. The first two had some sort of… recognition in their eyes. Laesu seemingly befriended a snake for a couple of hours. We took 5 toadstools with root balls with us - 3 big and 2 small. For science. We took the path back home and sadly wandered a bit too much, thus draining my internal battery to levels that are threatening to my wellbeing. I shall rest for two days now. ==== Report by E-L. ==== (originally written in cypher, some portions redacted for this posting) L- I’m not sure how long this message will take to reach you. I’m entrusting it with a captain of some ill-repute that visits this place, and he has promised to deliver to the normal contact in P___ D_____. Apologies as well for the old-fashioned double-writing, but with no direct communication I had to resort to this. I assumed you could remember this one - since you taught it to me! Next time I will probably add ________, for safety. This place is not quite what either of us probably expected. Isolated, yes, but there appears to be a fairly significant turnover of adventurers (for the lack of a better word) and some collection of old shipwrecked and/or abandoned persons. The latter serve to some degree as the locals of the [[Proto|main port town]], though most seem to have very little understanding/remembrance of the outside world. The trip here was uneventful, and it turned out three of the adventures that went on my first expedition outside P____ were on the ship as well. They had not seen through my disguise… or were too polite to admit it. As for the actual island, a few things stand out from my first venture. First, the island is quite large. We traveled by foot for several days, and I feel like despite the best efforts of previous explorers (by my count at least 15 prior expeditions), the understanding of the landscape is still fairly rudimentary. Even though I had never left P____, I was chosen - to my shock - to navigate for this group. More on this later. Second, the island is quite dangerous and extremely magical, just as you suspected. I have not done much research here, but there are a lot rumors about “wizards” and “[[Vaults|vaults]]” and “forgotten magic” just as you theorized. As of yet, no sign about _______ _________ ___________ __________ _______________ or _________ ____________ ____________. I will keep looking. In theory, the point of the expedition was to reach a rumored ‘[[The Desert|desert]]’ that lies far to the _____. By my estimation we never came close. We traveled upstream, found what seems to be the [[Fey Lake|source of freshwater for the town]]. This was an enchanted lake, which I was told was inhabited by some spirit. The enchantment seems to be some sort of calming effect on the native fauna, where predator and prey. I lucked out and was able to determine the exact edge of this enchantment, which may prove useful in the future. (I marked the boundary of this enchantment with “L” - an inside joke I share with you now.) L, this place is filled with a ridiculous set of wonders - a [[River Arch|stone arch]] left across a river, with no clear sign of who built it or why! Clear hints of conjuration magic though. - elementals, fey, and monsters! - So magic and mystery punctuated by long stretches of normalcy and emptiness and, well, to put it as best as I can describe it “anyplaceness”. I could have been walking between Z____ and home for much of this trip. For example, there is [[Stone Path Marshland|a marsh]] here that took us 4 hours to traverse, and only then because we had no concept of how to avoid it or get around it! I get ahead of myself slightly in this message. I will backtrack. On this wandering, I attempted to learn a bit of my companions, and I’ll report what I can. B___ P: an automaton of some impressive construction. Driven, and dry. You’d like them. They reminds me of _____, though besides the religious fervor, I’m not sure it’s a comparison either would like. We had a small conversation about appearances and self, which I found amusing and enlightening, but I think he meant well. As you taught me, when I can appear to be anybody I want, why would I want to be myself? L___ N: a tiefling (outcasts stick together right?) who I got into a discussion about luck versus destiny. Eventually he admitted destiny brought him here. No judgment - of course it did. At least they admitted it. (You’ll be happy to know I mentioned nothing of destiny driving me here. Since I know exactly what drove me here.) P____ S: I’ve forgotten the term you used, but P____ is certainly that type of warrior that uses their own blood to make their enemies suffer. An elf, though which clan is beyond my recognition. S____ D: a party member who had been here and been on several expeditions before. Had their own mechanical construct, though I did not press whether they made it here or not. For a more experienced person, seemed to have had a traumatic experience involving large centipedes (which thankfully we did not re-encounter). A fairly motley crew, to be said. We reached our theoretically halfway point - a recently(?) [[The Foresters Camp|abandoned forester camp]], and while we set up for the night, a group of [[Gnoll|gnolls]] stumbled into camp (intentionally? By accident?) and we were forced to fight. Thankfully the other member of the party proved capable in combat, and we managed to keep one alive. (There was - I think you will appreciate - a fair bit of gnoll dissection as well.) I’ve forgotten how dense some people can be, and unfortunately, this gnoll… unlike X____ back in Z____, was quite useless. Obviously just a common soldier, with little understanding of geography or the magic/danger around them. I communicated with him, but I have not reached the level of skill yet where I could understand him. Perhaps in time this will be available to me like it was made for you. I will continue to practice. This capture changed our entire plan, and instead of heading towards the desert, we turned ____ and tried to find some [[Ring of Mushrooms|enchanted mushrooms]]. Enter the four hour swamp mentioned above. We did find the mushrooms, in time. Though I have to admit that this change in direction and location (and the multitude of mosquito bites) completely frazzled my brain. It would prove costly as spent far too long returning to town afterwards. But the mushrooms were there, protected by what - I can only assume from your instruction - were [[Redcap|fey creatures]]. Again, the party proved capable, and we killed them, stole some of the mushrooms, and even (though I did not partake) tested some of them out. The automaton mentioned above (the ‘self-aware’ one) has a spigot on his side that makes a white-ish condiment. I believe he called it “miracle whip”, though I don’t remember now. But this excursion was quite draining, and I didn’t quite feel like myself after the encounter at the mushroom. Discombobulated, I misread some key landmarks and it took us several extra hours to return to town. At least so far, little blame has come my way, though that may be because I use multiple faces in town. Habits are hard to break! Mapping this land will prove critical in the coming weeks. Although your training in this front is useful, I am without tools for the time being (having lost them in the last few years). I know last we communicated, you expressed interest into how I was progressing on the skills you showed me. Unfortunately, I am still reliant on physical stones (for a sling I purchased here)… but I hope that that will disappear in a short time. The enemies here were susceptible to my ‘other’ attacks, which at least should be some relief to you based on your theories. Whatever magic blocks communication does not extend to the basic short-range psychic aspects you and I have come to rely on. Much love, your brother, E. [[Category: Expedition Reports]] 66b1da838d6a78d66565d09c785dcd51735b4da0 Kruthik Woods 0 138 263 2023-04-24T09:25:49Z TimorSol 2 Created page with "The trees are tall and densely packed here, their branches and leaves intertwining to create a dim, shadowy canopy overhead. The forest floor is littered with fallen leaves and branches, and the underbrush is thick with thorny vines and brambles. In many places, the ground is riddled with tunnels and burrows, and occasionally the earth trembles. The air is filled with a musty, earthy scent, mixed with the acrid smell something acidic. The trunks of trees bear deep claw..." wikitext text/x-wiki The trees are tall and densely packed here, their branches and leaves intertwining to create a dim, shadowy canopy overhead. The forest floor is littered with fallen leaves and branches, and the underbrush is thick with thorny vines and brambles. In many places, the ground is riddled with tunnels and burrows, and occasionally the earth trembles. The air is filled with a musty, earthy scent, mixed with the acrid smell something acidic. The trunks of trees bear deep claw marks, and low-hanging branches are broken or missing altogether. Fallen logs have been torn apart. The forest is packed between two headwaters. [[Naiad Headwaters|One inhabited]] by the [[Naiad|Naiads]], and a second one - [[Standing Rock Headwaters]]. [[Category: Locations]] f856da391e4586d8abaf0408d3995fe5ac317a33 Kruthik 0 139 264 2023-04-24T09:31:11Z TimorSol 2 Created page with "Kruthiks are large, insectoid creatures that resembles a cross between a centipede and a beetle. Theyy have a chitinous exoskeleton that covers their entire body, with numerous sharp legs and long, barbed antennae protruding from its head. Their eyes are multifaceted, allowing them to see in all directions, and its jaws are powerful, capable of crushing bone and tearing flesh. Kruthiks are known for a couple of things: * Their ferocity * Their ability to tunnel throug..." wikitext text/x-wiki Kruthiks are large, insectoid creatures that resembles a cross between a centipede and a beetle. Theyy have a chitinous exoskeleton that covers their entire body, with numerous sharp legs and long, barbed antennae protruding from its head. Their eyes are multifaceted, allowing them to see in all directions, and its jaws are powerful, capable of crushing bone and tearing flesh. Kruthiks are known for a couple of things: * Their ferocity * Their ability to tunnel through solid earth * Their hive-like intelligence They often live in colonies deep underground, using their sharp claws to burrow tunnels and create complex networks of chambers and tunnels. They are fiercely territorial and will defend their nests with great aggression. 7b32af8b85a15ac2711881a53250751ece047f93 265 264 2023-04-24T09:31:28Z TimorSol 2 wikitext text/x-wiki Kruthiks are large, insectoid creatures that resembles a cross between a centipede and a beetle. Theyy have a chitinous exoskeleton that covers their entire body, with numerous sharp legs and long, barbed antennae protruding from its head. Their eyes are multifaceted, allowing them to see in all directions, and its jaws are powerful, capable of crushing bone and tearing flesh. Kruthiks are known for a couple of things: * Their ferocity * Their ability to tunnel through solid earth * Their hive-like intelligence They often live in colonies deep underground, using their sharp claws to burrow tunnels and create complex networks of chambers and tunnels. They are fiercely territorial and will defend their nests with great aggression. [[Category: Monsters]] 2007e7fbe764b015bf8160385957e3bfe55e3343 Vulture Bees 0 140 266 2023-04-24T09:34:39Z TimorSol 2 Created page with "Vulture bees have a distinctive appearance, with dark, almost black, bodies and wings that resemble those of a vulture. They are capable of flight, but are also proficient climbers, able to scale rocks and other obstacles with ease. They are often attracted to carrion and have been known to feed on dead animals. However, they are not particularly aggressive unless provoked or their food source or hive is threatened. In some regions, vulture bees are actually bred and ke..." wikitext text/x-wiki Vulture bees have a distinctive appearance, with dark, almost black, bodies and wings that resemble those of a vulture. They are capable of flight, but are also proficient climbers, able to scale rocks and other obstacles with ease. They are often attracted to carrion and have been known to feed on dead animals. However, they are not particularly aggressive unless provoked or their food source or hive is threatened. In some regions, vulture bees are actually bred and kept as a means of disposing of bodies and gathering honey. [[Category: Monsters]] 2a1ee650caede9539aaa81f382b7f0cc438bf897 Redcap 0 141 267 2023-04-24T09:43:48Z TimorSol 2 Created page with "Redcaps are small, vicious fey creatures that are often found lurking in places where violent deaths have occurred. They are easily identifiable by their bright red caps, which are dyed in the blood of their victims. Redcaps are known for their strength and ferocity. Redcaps need to coat their caps with fresh blood at least once every three days in order to maintain their connection to the Prime Material plane. Some researchers suggest that this behavior is based on nece..." wikitext text/x-wiki Redcaps are small, vicious fey creatures that are often found lurking in places where violent deaths have occurred. They are easily identifiable by their bright red caps, which are dyed in the blood of their victims. Redcaps are known for their strength and ferocity. Redcaps need to coat their caps with fresh blood at least once every three days in order to maintain their connection to the Prime Material plane. Some researchers suggest that this behavior is based on necessity, as the Redcaps require fresh blood to survive, while others believe that it is simply a manifestation of their inherently malicious nature. Despite their size, Redcaps are not to be underestimated, as they are fearsome opponents in battle. [[Category: Monsters]] 351b4d5dcbdcc11b088fd07fc5711ea1192c897b Gnoll 0 142 268 2023-04-24T09:45:24Z TimorSol 2 Created page with "Gnolls are a ferocious, hyena-like race of humanoids that prowl the wilderness in packs. They stand tall on two legs, with muscular bodies covered in coarse, shaggy fur. Their faces resemble those of hyenas, with sharp teeth and powerful jaws that can easily tear through flesh. Gnolls are known for their insatiable hunger and their love of raiding and pillaging. In battle, gnolls fight with reckless abandon. They prefer to attack in large groups, often working together..." wikitext text/x-wiki Gnolls are a ferocious, hyena-like race of humanoids that prowl the wilderness in packs. They stand tall on two legs, with muscular bodies covered in coarse, shaggy fur. Their faces resemble those of hyenas, with sharp teeth and powerful jaws that can easily tear through flesh. Gnolls are known for their insatiable hunger and their love of raiding and pillaging. In battle, gnolls fight with reckless abandon. They prefer to attack in large groups, often working together to bring down larger prey. Gnolls are fiercely loyal to their tribe, and will go to great lengths to defend their pack and their territory. They are also highly territorial, marking their territory with their scent to warn off any intruders. Those who cross a gnoll pack's territory can expect a fierce and deadly response. [[Category: Monsters]] 73fb45cf88d3660f79d42d7a07da3ef8af022e0b Stone Path Marshland 0 143 269 2023-04-24T09:55:17Z TimorSol 2 Created page with "The marshland spans a vast area, around 3-5 miles in radius, and it's home to a diverse ecosystem of flora and fauna. The two rivers that form from the marshland are its lifeblood, providing sustenance to the creatures that call it home. You can easily step over them. The water is clear and cool, perfect for fishing or for quenching one's thirst. The terrain can be challenging to traverse, but it's not impossible for those who are experienced in outdoor activities. The..." wikitext text/x-wiki The marshland spans a vast area, around 3-5 miles in radius, and it's home to a diverse ecosystem of flora and fauna. The two rivers that form from the marshland are its lifeblood, providing sustenance to the creatures that call it home. You can easily step over them. The water is clear and cool, perfect for fishing or for quenching one's thirst. The terrain can be challenging to traverse, but it's not impossible for those who are experienced in outdoor activities. The stone path set on the south side of the marshland provides a reliable route for travelers. The stones are carefully spaced, about 5-6 feet away from each other, and require some nimbleness to navigate. Despite the challenge, the path offers a sense of adventure and a chance to enjoy the unique beauty of the marshland. There's an abundance of reeds, cattails, and other aquatic plants that thrive in the wet environment. Their rustling in the gentle breeze adds a soothing background noise that can be quite relaxing. In the distance, you can see a variety of birds gliding through the air, some diving into the water to catch their prey. The marshland spans between [[River Arch|the River Arch]], [[Ring of Mushrooms]], and the forest encircles [[The Foresters Camp|Foresters Camp]]. [[Category: Locations]] 47cc17250382b28cd0415f2ff0a91b99bade9eb1 Ring of Mushrooms 0 62 270 138 2023-04-24T09:55:59Z TimorSol 2 wikitext text/x-wiki In a dense forest, a clearing reveals a ring of strange and unsettling mushrooms. Their large, round caps shimmer with an iridescent quality that, despite their beauty, emits an air of magic. <br> The mushrooms pulsate and shimmer with an otherworldly energy, giving the impression of being alive and observing those nearby. As one approaches the ring of mushrooms, a tingling sensation can be felt in the fingers and a faint ringing in the ears, as if the mushrooms are attempting to communicate or draw closer. <br> Though eerie, the mushrooms hold a certain magical quality that remains inactive, and they seem to be remnants of an ancient ritual or the focal point of long-forgotten magic. The possibility of unlocking a hidden power lingers in the air, though the mushrooms' true purpose remains unknown. During on of the expeditions, a party discovered a group of [[Redcap] monsters hiding among the mushrooms. [[Category: Locations]] 7ae32133c38c7da0fcba76019b37ffa6131acde8 271 270 2023-04-24T09:56:50Z TimorSol 2 wikitext text/x-wiki In a dense forest, a clearing reveals a ring of strange and unsettling mushrooms. Their large, round caps shimmer with an iridescent quality that, despite their beauty, emits an air of magic. <br> The mushrooms pulsate and shimmer with an otherworldly energy, giving the impression of being alive and observing those nearby. As one approaches the ring of mushrooms, a tingling sensation can be felt in the fingers and a faint ringing in the ears, as if the mushrooms are attempting to communicate or draw closer. <br> Though eerie, the mushrooms hold a certain magical quality that remains inactive, and they seem to be remnants of an ancient ritual or the focal point of long-forgotten magic. The possibility of unlocking a hidden power lingers in the air, though the mushrooms' true purpose remains unknown. During on of the expeditions, a party discovered a group of [[Redcap]] monsters hiding among the mushrooms. [[Category: Locations]] e567bcdeb77a8aa1648d36fd9d1dfc977fcd8984 Main Page 0 1 272 234 2023-04-24T17:11:37Z NekroDarkmoon 3 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. All the basic information about character creation, rules, philosophy and others can still be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. The Primer document will be updated along the way to fit the needs of both players and GMs alike. Boo! 308ef3064d5039736849a44997366843904aefd8 273 272 2023-04-24T17:24:26Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wikipedia that gathers information about The Oasis Campaign - a west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community build and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === Searching for something? === * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively you can use the sidebar links as in any other wiki. All the basic information about character creation, rules, philosophy and others can still be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. The Primer document will be updated along the way to fit the needs of both players and GMs alike. 18b784a197aad7d4f5478efa053262b3b35ac005 Crafting Materials 0 8 274 241 2023-04-30T17:07:03Z TimorSol 2 wikitext text/x-wiki If you are looking for the general crafting rules, [[Crafting|please go to this page]]. Crafting materials are mostly harvested from powerful foes. The more powerful the enemy, the more potent the crafting material. Not every beast will have those. Crafting materials are the only sure and safe way to actually create a magic item of your desire. Here are some example materials and their type: * Were-creatures: Shapeshifter blood * Yuan-ti: hide, shapeshifter blood, serrated teeth * Crocuta: Crocuta Hide, Teeth, claws * Ankheg: Bile Glands, Chitin * Displacer Beast: Hide, Claws, Tentacles * Troll: Troll Heart There are also known unique components that are not of monster-origin. These are, for example: * Bronzewood grove: [[Bronzewood]] * Unknown source: [[Wolfram]] metal * Unknown source: Fire Core [[Category: Crafting]] a7f8756e5d99da239b0b0ccc22de57b23db5f94c Expedition Report 17 0 144 275 2023-05-05T07:27:17Z TimorSol 2 Created page with "Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the abandoned forester’s camp. We are on our way back, not having yet reached the relative safety of Proto, with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas l..." wikitext text/x-wiki Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the abandoned forester’s camp. We are on our way back, not having yet reached the relative safety of Proto, with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas leading the way south - a direction I realised I’d not travelled from Proto before. Also among our number were the eladrin mechanist Sydri, the stout dwarf Rorin, and Valyries, an armoured woman with conviction in her eyes, but a curious way about her, which first became apparent as we reached a tall, ancient arch that spans one of the rivers. She scuttled atop it in a manner most disturbing - like an insect or a spider - to investigate, but found only guano and strong gusts. Further upriver we came to its source; a collection of rocks known as Purpur’s Headwater. Here, Rorin magically raised his voice exponentially, summoning forth the eponymous elemental. Nicolas spoke at length with the apparently jovial primordial, who is apparently most knowledgeable about the area, but knows their worth, and so won’t give it up for free. They did give us a wish list of sorts; a veritable menu of rocks and ores for which they would trade their wisdom: - Orichalcum, which is found deep in lakes. - Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. - Ignan brass, which is found near molten rock - Sunken ice, found on plains of cold water - Seraphite, or ‘heaven steel’ - from the upper planes Purpur did offer up that bulettes - which they hate - are found further south-west. To that end, we left them to their work, and made for the forester’s camp, reaching it well before nightfall. I volunteer first watch, setting up on a rock outside a somewhat damaged, but in-tact cabin, gazing into a fire, with Sydri’s automaton standing nearby. I thought my wits were about me, and yet the only sign of danger was a hungry snarl at my back before a wolf the size of a horse leapt at me, fangs bared. My training kicked in, and I leapt toward the fire before four of the things could fully surround me. Nevertheless, teeth definitely found their mark before I could wrench open the door of the cabin to alert the others. We were able to put down the beasts, bleary-eyed and armourless as the rest of the group were; one escaped, Valyries hollering into the woods after it, baring a sharp set of fangs I’d not previously noticed on her. In the morning, I helped Sydri to carve their pelts before we set off again. I took over navigation from here, leading us on a rough zig-zag south-west for four hours as I searched for signs the lorekeepers taught me to look for. We eventually hit open plains; an area of scrub and badlands between the temperate forests nearer Proto, and arid desert in the distance. Sand dunes could be seen in the distance, but in between us and there, two rivers flowed southward. Closer still - perhaps a mile away - a massive herd of aurochs, some sixty strong. And yet closer, two lines of churned earth, covering the distance between: the tell-tale sign of bulettes, heading straight for the unknowing animals. It was then that we witnessed a pair of enormous shapes leap from beneath the ground, immediately startling the aurochs, sending them into a stampede to escape. The herd bolted in the opposite direction toward the river - some instinct driving them in the hope that the predators would not cross the water. No such luck; as we ourselves broke into a run to close the distance to our own quarry, we caught sight of further breaches on the opposite bank, turning their prey southward. We altered course in hope of cutting them off as they apparently played with their food. By a stroke of luck, the aurochs turned back across the same river just after we reached a rocky outcropping. Sydri dumped our bait of wolf entrails (collected for this exact purpose) nearby, while Rorin sent small tremors through the earth, in the hope of catching the bulettes’ attention. It worked. While one breached a good five hundred feet away, the second broke through much closer to us. Using magics to prevent it fleeing, our sturdy dwarven ally leapt into the fray, growing to twice his size in order to grapple with the enraged beast. Despite its thick hide and cranial plating, between us we peppered the thing almost to the point of exhaustion - but then the tide turned significantly. Before we could react, four smaller bulettes surfaced; pups, coming to the aid of their parent. The second adult then erupted from the ground, arcing through the air to land atop myself and Nicolas. The experienced monster slayer was quick enough to duck out of the way, but distracted by the others, I was not so lucky, and took the full brunt of its deadly leap, immediately falling and knocking my head. Were it not for Valyries imbuing me with healing magics, I would surely have been devoured by it. Thankfully, back to consciousness, I was able to disengage from the snarling predator, taking a higher position, leaving it to turn its ire on the melee where Three and the enlarged Rorin held the rest of the monstrosities. It pounced again, knocking him prone. I saw Valyries leap upon the back of a pup in an effort to distract at least one of the snapping maws from him, sinking her fangs into the soft spot behind its headplate, ripping out a chunk. He clambered to his feet once again, recasting his protective aura - but it was not enough. As the rest of us looked on, all six of the bulettes tore into him, and he went down. None of us who looked on could believe it. Stout, hearty, reliable Rorin, a literal giant among his kin, was gone. As the hungry pups made to drag his lifeless body towards one of the holes from which they sprang, our collective resolve steeled. My aim, guided by the Arch Heart himself, saw the first of the adults taken out. Nicolas ensnared the other in a tangle of vine, while we slew the pups one by one. As the last was felled, its parent broke free and charged at its captor, but with impressive deftness, he dodged under its very belly, and impaled it upon his sword. We rushed to Rorin, but there was nothing we could do. Under a sombre cloud, we set about the grim task of relieving the bulettes of the very parts for which we had foolishly sought them. Then, with our hearts heavier than our packs, we made our way back the way we came, carrying our fallen companion. And so here I sit, recording this experience so that I do not soon forget. Despite the realisation of our ultimate goal, measured against the loss of Rorin I am left with a feeling of deep failure and regret. As we gain experience exploring Oasis, the more I wonder if my simple skills are up to the task. The magics I have seen my fellows employ time and again fill me with both wonder and envy; their powers have, without question, proven effective time and time again. When we return to Proto, perhaps I should speak to Ruben, and see if he might be able to teach a half-wit like me a trick or two. Summary: New Location(s): the badlands (south-west) NPCs: spoke to Purpur at the source of the Arch River, and obtained a wish list of rocks which they wish to eat. They will exchange local knowledge if we bring some to them. Points of Interest: two new rivers in the badlands, flowing southward adjacent to one another Creatures Encountered: dire wolves (at the forester's camp), aurochs (badlands), adult and juvenile bulettes (badlands) Achievements: harvested wolf pelts, bulette cranial plates and leather for uncommon and rare crafting. Trivia: 1) Bulettes hunt in groups, have very hard cranial plates, are resistant to bludgeoning damage, but vulnerable to thunder. 2) Beyond the badlands, further to the south-west, we could see dunes rising - a desert, for certain. Hard to gauge distance, as we did not travel in straight lines while hunting the bulettes. 3) Purpur's 'tasty rock' wishlist: Orichalcum, which is found deep in lakes. Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. Ignan brass, which is found near molten rock. Sunken ice, found on plains of cold water. Seraphite, or ‘heaven steel’ - from the upper planes. e6f2e569126830d0ef46ddba80d50723afb3b08a 276 275 2023-05-05T07:28:08Z TimorSol 2 wikitext text/x-wiki Report by Talaedra ‘Prints’ Liadon 17-18th of Quen'pillar Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the abandoned forester’s camp. We are on our way back, not having yet reached the relative safety of Proto, with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas leading the way south - a direction I realised I’d not travelled from Proto before. Also among our number were the eladrin mechanist Sydri, the stout dwarf Rorin, and Valyries, an armoured woman with conviction in her eyes, but a curious way about her, which first became apparent as we reached a tall, ancient arch that spans one of the rivers. She scuttled atop it in a manner most disturbing - like an insect or a spider - to investigate, but found only guano and strong gusts. Further upriver we came to its source; a collection of rocks known as Purpur’s Headwater. Here, Rorin magically raised his voice exponentially, summoning forth the eponymous elemental. Nicolas spoke at length with the apparently jovial primordial, who is apparently most knowledgeable about the area, but knows their worth, and so won’t give it up for free. They did give us a wish list of sorts; a veritable menu of rocks and ores for which they would trade their wisdom: - Orichalcum, which is found deep in lakes. - Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. - Ignan brass, which is found near molten rock - Sunken ice, found on plains of cold water - Seraphite, or ‘heaven steel’ - from the upper planes Purpur did offer up that bulettes - which they hate - are found further south-west. To that end, we left them to their work, and made for the forester’s camp, reaching it well before nightfall. I volunteer first watch, setting up on a rock outside a somewhat damaged, but in-tact cabin, gazing into a fire, with Sydri’s automaton standing nearby. I thought my wits were about me, and yet the only sign of danger was a hungry snarl at my back before a wolf the size of a horse leapt at me, fangs bared. My training kicked in, and I leapt toward the fire before four of the things could fully surround me. Nevertheless, teeth definitely found their mark before I could wrench open the door of the cabin to alert the others. We were able to put down the beasts, bleary-eyed and armourless as the rest of the group were; one escaped, Valyries hollering into the woods after it, baring a sharp set of fangs I’d not previously noticed on her. In the morning, I helped Sydri to carve their pelts before we set off again. I took over navigation from here, leading us on a rough zig-zag south-west for four hours as I searched for signs the lorekeepers taught me to look for. We eventually hit open plains; an area of scrub and badlands between the temperate forests nearer Proto, and arid desert in the distance. Sand dunes could be seen in the distance, but in between us and there, two rivers flowed southward. Closer still - perhaps a mile away - a massive herd of aurochs, some sixty strong. And yet closer, two lines of churned earth, covering the distance between: the tell-tale sign of bulettes, heading straight for the unknowing animals. It was then that we witnessed a pair of enormous shapes leap from beneath the ground, immediately startling the aurochs, sending them into a stampede to escape. The herd bolted in the opposite direction toward the river - some instinct driving them in the hope that the predators would not cross the water. No such luck; as we ourselves broke into a run to close the distance to our own quarry, we caught sight of further breaches on the opposite bank, turning their prey southward. We altered course in hope of cutting them off as they apparently played with their food. By a stroke of luck, the aurochs turned back across the same river just after we reached a rocky outcropping. Sydri dumped our bait of wolf entrails (collected for this exact purpose) nearby, while Rorin sent small tremors through the earth, in the hope of catching the bulettes’ attention. It worked. While one breached a good five hundred feet away, the second broke through much closer to us. Using magics to prevent it fleeing, our sturdy dwarven ally leapt into the fray, growing to twice his size in order to grapple with the enraged beast. Despite its thick hide and cranial plating, between us we peppered the thing almost to the point of exhaustion - but then the tide turned significantly. Before we could react, four smaller bulettes surfaced; pups, coming to the aid of their parent. The second adult then erupted from the ground, arcing through the air to land atop myself and Nicolas. The experienced monster slayer was quick enough to duck out of the way, but distracted by the others, I was not so lucky, and took the full brunt of its deadly leap, immediately falling and knocking my head. Were it not for Valyries imbuing me with healing magics, I would surely have been devoured by it. Thankfully, back to consciousness, I was able to disengage from the snarling predator, taking a higher position, leaving it to turn its ire on the melee where Three and the enlarged Rorin held the rest of the monstrosities. It pounced again, knocking him prone. I saw Valyries leap upon the back of a pup in an effort to distract at least one of the snapping maws from him, sinking her fangs into the soft spot behind its headplate, ripping out a chunk. He clambered to his feet once again, recasting his protective aura - but it was not enough. As the rest of us looked on, all six of the bulettes tore into him, and he went down. None of us who looked on could believe it. Stout, hearty, reliable Rorin, a literal giant among his kin, was gone. As the hungry pups made to drag his lifeless body towards one of the holes from which they sprang, our collective resolve steeled. My aim, guided by the Arch Heart himself, saw the first of the adults taken out. Nicolas ensnared the other in a tangle of vine, while we slew the pups one by one. As the last was felled, its parent broke free and charged at its captor, but with impressive deftness, he dodged under its very belly, and impaled it upon his sword. We rushed to Rorin, but there was nothing we could do. Under a sombre cloud, we set about the grim task of relieving the bulettes of the very parts for which we had foolishly sought them. Then, with our hearts heavier than our packs, we made our way back the way we came, carrying our fallen companion. And so here I sit, recording this experience so that I do not soon forget. Despite the realisation of our ultimate goal, measured against the loss of Rorin I am left with a feeling of deep failure and regret. As we gain experience exploring Oasis, the more I wonder if my simple skills are up to the task. The magics I have seen my fellows employ time and again fill me with both wonder and envy; their powers have, without question, proven effective time and time again. When we return to Proto, perhaps I should speak to Ruben, and see if he might be able to teach a half-wit like me a trick or two. Summary: New Location(s): the badlands (south-west) NPCs: spoke to Purpur at the source of the Arch River, and obtained a wish list of rocks which they wish to eat. They will exchange local knowledge if we bring some to them. Points of Interest: two new rivers in the badlands, flowing southward adjacent to one another Creatures Encountered: dire wolves (at the forester's camp), aurochs (badlands), adult and juvenile bulettes (badlands) Achievements: harvested wolf pelts, bulette cranial plates and leather for uncommon and rare crafting. Trivia: 1) Bulettes hunt in groups, have very hard cranial plates, are resistant to bludgeoning damage, but vulnerable to thunder. 2) Beyond the badlands, further to the south-west, we could see dunes rising - a desert, for certain. Hard to gauge distance, as we did not travel in straight lines while hunting the bulettes. 3) Purpur's 'tasty rock' wishlist: Orichalcum, which is found deep in lakes. Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. Ignan brass, which is found near molten rock. Sunken ice, found on plains of cold water. Seraphite, or ‘heaven steel’ - from the upper planes. 6f1f59563648772b47cf4c0e80645a0b2087b53b 277 276 2023-05-05T07:28:37Z TimorSol 2 wikitext text/x-wiki Report by Talaedra ‘Prints’ Liadon 11-16th of Quen'pillar Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the abandoned forester’s camp. We are on our way back, not having yet reached the relative safety of Proto, with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas leading the way south - a direction I realised I’d not travelled from Proto before. Also among our number were the eladrin mechanist Sydri, the stout dwarf Rorin, and Valyries, an armoured woman with conviction in her eyes, but a curious way about her, which first became apparent as we reached a tall, ancient arch that spans one of the rivers. She scuttled atop it in a manner most disturbing - like an insect or a spider - to investigate, but found only guano and strong gusts. Further upriver we came to its source; a collection of rocks known as Purpur’s Headwater. Here, Rorin magically raised his voice exponentially, summoning forth the eponymous elemental. Nicolas spoke at length with the apparently jovial primordial, who is apparently most knowledgeable about the area, but knows their worth, and so won’t give it up for free. They did give us a wish list of sorts; a veritable menu of rocks and ores for which they would trade their wisdom: - Orichalcum, which is found deep in lakes. - Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. - Ignan brass, which is found near molten rock - Sunken ice, found on plains of cold water - Seraphite, or ‘heaven steel’ - from the upper planes Purpur did offer up that bulettes - which they hate - are found further south-west. To that end, we left them to their work, and made for the forester’s camp, reaching it well before nightfall. I volunteer first watch, setting up on a rock outside a somewhat damaged, but in-tact cabin, gazing into a fire, with Sydri’s automaton standing nearby. I thought my wits were about me, and yet the only sign of danger was a hungry snarl at my back before a wolf the size of a horse leapt at me, fangs bared. My training kicked in, and I leapt toward the fire before four of the things could fully surround me. Nevertheless, teeth definitely found their mark before I could wrench open the door of the cabin to alert the others. We were able to put down the beasts, bleary-eyed and armourless as the rest of the group were; one escaped, Valyries hollering into the woods after it, baring a sharp set of fangs I’d not previously noticed on her. In the morning, I helped Sydri to carve their pelts before we set off again. I took over navigation from here, leading us on a rough zig-zag south-west for four hours as I searched for signs the lorekeepers taught me to look for. We eventually hit open plains; an area of scrub and badlands between the temperate forests nearer Proto, and arid desert in the distance. Sand dunes could be seen in the distance, but in between us and there, two rivers flowed southward. Closer still - perhaps a mile away - a massive herd of aurochs, some sixty strong. And yet closer, two lines of churned earth, covering the distance between: the tell-tale sign of bulettes, heading straight for the unknowing animals. It was then that we witnessed a pair of enormous shapes leap from beneath the ground, immediately startling the aurochs, sending them into a stampede to escape. The herd bolted in the opposite direction toward the river - some instinct driving them in the hope that the predators would not cross the water. No such luck; as we ourselves broke into a run to close the distance to our own quarry, we caught sight of further breaches on the opposite bank, turning their prey southward. We altered course in hope of cutting them off as they apparently played with their food. By a stroke of luck, the aurochs turned back across the same river just after we reached a rocky outcropping. Sydri dumped our bait of wolf entrails (collected for this exact purpose) nearby, while Rorin sent small tremors through the earth, in the hope of catching the bulettes’ attention. It worked. While one breached a good five hundred feet away, the second broke through much closer to us. Using magics to prevent it fleeing, our sturdy dwarven ally leapt into the fray, growing to twice his size in order to grapple with the enraged beast. Despite its thick hide and cranial plating, between us we peppered the thing almost to the point of exhaustion - but then the tide turned significantly. Before we could react, four smaller bulettes surfaced; pups, coming to the aid of their parent. The second adult then erupted from the ground, arcing through the air to land atop myself and Nicolas. The experienced monster slayer was quick enough to duck out of the way, but distracted by the others, I was not so lucky, and took the full brunt of its deadly leap, immediately falling and knocking my head. Were it not for Valyries imbuing me with healing magics, I would surely have been devoured by it. Thankfully, back to consciousness, I was able to disengage from the snarling predator, taking a higher position, leaving it to turn its ire on the melee where Three and the enlarged Rorin held the rest of the monstrosities. It pounced again, knocking him prone. I saw Valyries leap upon the back of a pup in an effort to distract at least one of the snapping maws from him, sinking her fangs into the soft spot behind its headplate, ripping out a chunk. He clambered to his feet once again, recasting his protective aura - but it was not enough. As the rest of us looked on, all six of the bulettes tore into him, and he went down. None of us who looked on could believe it. Stout, hearty, reliable Rorin, a literal giant among his kin, was gone. As the hungry pups made to drag his lifeless body towards one of the holes from which they sprang, our collective resolve steeled. My aim, guided by the Arch Heart himself, saw the first of the adults taken out. Nicolas ensnared the other in a tangle of vine, while we slew the pups one by one. As the last was felled, its parent broke free and charged at its captor, but with impressive deftness, he dodged under its very belly, and impaled it upon his sword. We rushed to Rorin, but there was nothing we could do. Under a sombre cloud, we set about the grim task of relieving the bulettes of the very parts for which we had foolishly sought them. Then, with our hearts heavier than our packs, we made our way back the way we came, carrying our fallen companion. And so here I sit, recording this experience so that I do not soon forget. Despite the realisation of our ultimate goal, measured against the loss of Rorin I am left with a feeling of deep failure and regret. As we gain experience exploring Oasis, the more I wonder if my simple skills are up to the task. The magics I have seen my fellows employ time and again fill me with both wonder and envy; their powers have, without question, proven effective time and time again. When we return to Proto, perhaps I should speak to Ruben, and see if he might be able to teach a half-wit like me a trick or two. Summary: New Location(s): the badlands (south-west) NPCs: spoke to Purpur at the source of the Arch River, and obtained a wish list of rocks which they wish to eat. They will exchange local knowledge if we bring some to them. Points of Interest: two new rivers in the badlands, flowing southward adjacent to one another Creatures Encountered: dire wolves (at the forester's camp), aurochs (badlands), adult and juvenile bulettes (badlands) Achievements: harvested wolf pelts, bulette cranial plates and leather for uncommon and rare crafting. Trivia: 1) Bulettes hunt in groups, have very hard cranial plates, are resistant to bludgeoning damage, but vulnerable to thunder. 2) Beyond the badlands, further to the south-west, we could see dunes rising - a desert, for certain. Hard to gauge distance, as we did not travel in straight lines while hunting the bulettes. 3) Purpur's 'tasty rock' wishlist: Orichalcum, which is found deep in lakes. Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. Ignan brass, which is found near molten rock. Sunken ice, found on plains of cold water. Seraphite, or ‘heaven steel’ - from the upper planes. 01b6b67769c630c3594f35179accc757c796e137 279 277 2023-05-05T07:30:44Z TimorSol 2 wikitext text/x-wiki Report by Talaedra ‘Prints’ Liadon 11-16th of Quen'pillar Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the abandoned forester’s camp. We are on our way back, not having yet reached the relative safety of Proto, with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas leading the way south - a direction I realised I’d not travelled from Proto before. Also among our number were the eladrin mechanist Sydri, the stout dwarf Rorin, and Valyries, an armoured woman with conviction in her eyes, but a curious way about her, which first became apparent as we reached a tall, ancient arch that spans one of the rivers. She scuttled atop it in a manner most disturbing - like an insect or a spider - to investigate, but found only guano and strong gusts. Further upriver we came to its source; a collection of rocks known as Purpur’s Headwater. Here, Rorin magically raised his voice exponentially, summoning forth the eponymous elemental. Nicolas spoke at length with the apparently jovial primordial, who is apparently most knowledgeable about the area, but knows their worth, and so won’t give it up for free. They did give us a wish list of sorts; a veritable menu of rocks and ores for which they would trade their wisdom: - Orichalcum, which is found deep in lakes. - Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. - Ignan brass, which is found near molten rock - Sunken ice, found on plains of cold water - Seraphite, or ‘heaven steel’ - from the upper planes Purpur did offer up that bulettes - which they hate - are found further south-west. To that end, we left them to their work, and made for the forester’s camp, reaching it well before nightfall. I volunteer first watch, setting up on a rock outside a somewhat damaged, but in-tact cabin, gazing into a fire, with Sydri’s automaton standing nearby. I thought my wits were about me, and yet the only sign of danger was a hungry snarl at my back before a wolf the size of a horse leapt at me, fangs bared. My training kicked in, and I leapt toward the fire before four of the things could fully surround me. Nevertheless, teeth definitely found their mark before I could wrench open the door of the cabin to alert the others. We were able to put down the beasts, bleary-eyed and armourless as the rest of the group were; one escaped, Valyries hollering into the woods after it, baring a sharp set of fangs I’d not previously noticed on her. In the morning, I helped Sydri to carve their pelts before we set off again. I took over navigation from here, leading us on a rough zig-zag south-west for four hours as I searched for signs the lorekeepers taught me to look for. We eventually hit open plains; an area of scrub and badlands between the temperate forests nearer Proto, and arid desert in the distance. Sand dunes could be seen in the distance, but in between us and there, two rivers flowed southward. Closer still - perhaps a mile away - a massive herd of aurochs, some sixty strong. And yet closer, two lines of churned earth, covering the distance between: the tell-tale sign of bulettes, heading straight for the unknowing animals. It was then that we witnessed a pair of enormous shapes leap from beneath the ground, immediately startling the aurochs, sending them into a stampede to escape. The herd bolted in the opposite direction toward the river - some instinct driving them in the hope that the predators would not cross the water. No such luck; as we ourselves broke into a run to close the distance to our own quarry, we caught sight of further breaches on the opposite bank, turning their prey southward. We altered course in hope of cutting them off as they apparently played with their food. By a stroke of luck, the aurochs turned back across the same river just after we reached a rocky outcropping. Sydri dumped our bait of wolf entrails (collected for this exact purpose) nearby, while Rorin sent small tremors through the earth, in the hope of catching the bulettes’ attention. It worked. While one breached a good five hundred feet away, the second broke through much closer to us. Using magics to prevent it fleeing, our sturdy dwarven ally leapt into the fray, growing to twice his size in order to grapple with the enraged beast. Despite its thick hide and cranial plating, between us we peppered the thing almost to the point of exhaustion - but then the tide turned significantly. Before we could react, four smaller bulettes surfaced; pups, coming to the aid of their parent. The second adult then erupted from the ground, arcing through the air to land atop myself and Nicolas. The experienced monster slayer was quick enough to duck out of the way, but distracted by the others, I was not so lucky, and took the full brunt of its deadly leap, immediately falling and knocking my head. Were it not for Valyries imbuing me with healing magics, I would surely have been devoured by it. Thankfully, back to consciousness, I was able to disengage from the snarling predator, taking a higher position, leaving it to turn its ire on the melee where Three and the enlarged Rorin held the rest of the monstrosities. It pounced again, knocking him prone. I saw Valyries leap upon the back of a pup in an effort to distract at least one of the snapping maws from him, sinking her fangs into the soft spot behind its headplate, ripping out a chunk. He clambered to his feet once again, recasting his protective aura - but it was not enough. As the rest of us looked on, all six of the bulettes tore into him, and he went down. None of us who looked on could believe it. Stout, hearty, reliable Rorin, a literal giant among his kin, was gone. As the hungry pups made to drag his lifeless body towards one of the holes from which they sprang, our collective resolve steeled. My aim, guided by the Arch Heart himself, saw the first of the adults taken out. Nicolas ensnared the other in a tangle of vine, while we slew the pups one by one. As the last was felled, its parent broke free and charged at its captor, but with impressive deftness, he dodged under its very belly, and impaled it upon his sword. We rushed to Rorin, but there was nothing we could do. Under a sombre cloud, we set about the grim task of relieving the bulettes of the very parts for which we had foolishly sought them. Then, with our hearts heavier than our packs, we made our way back the way we came, carrying our fallen companion. And so here I sit, recording this experience so that I do not soon forget. Despite the realisation of our ultimate goal, measured against the loss of Rorin I am left with a feeling of deep failure and regret. As we gain experience exploring Oasis, the more I wonder if my simple skills are up to the task. The magics I have seen my fellows employ time and again fill me with both wonder and envy; their powers have, without question, proven effective time and time again. When we return to Proto, perhaps I should speak to Ruben, and see if he might be able to teach a half-wit like me a trick or two. Summary: New Location(s): the badlands (south-west) NPCs: spoke to Purpur at the source of the Arch River, and obtained a wish list of rocks which they wish to eat. They will exchange local knowledge if we bring some to them. Points of Interest: two new rivers in the badlands, flowing southward adjacent to one another Creatures Encountered: dire wolves (at the forester's camp), aurochs (badlands), adult and juvenile bulettes (badlands) Achievements: harvested wolf pelts, bulette cranial plates and leather for uncommon and rare crafting. Trivia: 1) Bulettes hunt in groups, have very hard cranial plates, are resistant to bludgeoning damage, but vulnerable to thunder. 2) Beyond the badlands, further to the south-west, we could see dunes rising - a desert, for certain. Hard to gauge distance, as we did not travel in straight lines while hunting the bulettes. 3) Purpur's 'tasty rock' wishlist: Orichalcum, which is found deep in lakes. Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. Ignan brass, which is found near molten rock. Sunken ice, found on plains of cold water. Seraphite, or ‘heaven steel’ - from the upper planes. [[Category: Expedition Reports]] 1b74762b084cb589b3091d059a05161c62df68ed 282 279 2023-05-05T08:11:24Z TimorSol 2 wikitext text/x-wiki Report by Talaedra ‘Prints’ Liadon 11-16th of Quen'pillar Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the [[The Foresters Camp|abandoned forester’s camp]]. We are on our way back, not having yet reached the relative safety of [[Proto]], with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas leading the way south - a direction I realised I’d not travelled from Proto before. Also among our number were the eladrin mechanist Sydri, the stout dwarf Rorin, and Valyries, an armoured woman with conviction in her eyes, but a curious way about her, which first became apparent as we reached a tall, [[River Arch|ancient arch]] that spans one of the rivers. She scuttled atop it in a manner most disturbing - like an insect or a spider - to investigate, but found only guano and strong gusts. Further upriver we came to its source; a collection of rocks known as [[Purpur's Headwater|Purpur’s Headwater]]. Here, Rorin magically raised his voice exponentially, summoning forth the eponymous elemental. Nicolas spoke at length with the apparently jovial primordial, who is apparently most knowledgeable about the area, but knows their worth, and so won’t give it up for free. They did give us a wish list of sorts; a veritable menu of rocks and ores for which they would trade their wisdom: - [[Orichalcum]], which is found deep in lakes. - [[Wolfram]], which forms where lightning repeatedly strikes - likely up in the mountains. - [[Ignan brass]], which is found near molten rock - [[Sunken ice]], found on plains of cold water - [[Seraphite]], or ‘heaven steel’ - from the upper planes [[Purpur]] did offer up that bulettes - which they hate - are found further south-west. To that end, we left them to their work, and made for the forester’s camp, reaching it well before nightfall. I volunteer first watch, setting up on a rock outside a somewhat damaged, but in-tact cabin, gazing into a fire, with Sydri’s automaton standing nearby. I thought my wits were about me, and yet the only sign of danger was a hungry snarl at my back before a wolf the size of a horse leapt at me, fangs bared. My training kicked in, and I leapt toward the fire before four of the things could fully surround me. Nevertheless, teeth definitely found their mark before I could wrench open the door of the cabin to alert the others. We were able to put down the beasts, bleary-eyed and armourless as the rest of the group were; one escaped, Valyries hollering into the woods after it, baring a sharp set of fangs I’d not previously noticed on her. In the morning, I helped Sydri to carve their pelts before we set off again. I took over navigation from here, leading us on a rough zig-zag south-west for four hours as I searched for signs the lorekeepers taught me to look for. We eventually hit [[The Open Fields|open plains]]; an area of scrub and badlands between the temperate forests nearer Proto, and arid [[The Desert|desert]] in the distance. Sand dunes could be seen in the distance, but in between us and there, two rivers flowed southward. Closer still - perhaps a mile away - a massive herd of [[Aurochs|aurochs]], some sixty strong. And yet closer, two lines of churned earth, covering the distance between: the tell-tale sign of [[Bulette|bulettes]], heading straight for the unknowing animals. It was then that we witnessed a pair of enormous shapes leap from beneath the ground, immediately startling the aurochs, sending them into a stampede to escape. The herd bolted in the opposite direction toward the river - some instinct driving them in the hope that the predators would not cross the water. No such luck; as we ourselves broke into a run to close the distance to our own quarry, we caught sight of further breaches on the opposite bank, turning their prey southward. We altered course in hope of cutting them off as they apparently played with their food. By a stroke of luck, the aurochs turned back across the same river just after we reached a rocky outcropping. Sydri dumped our bait of wolf entrails (collected for this exact purpose) nearby, while Rorin sent small tremors through the earth, in the hope of catching the bulettes’ attention. It worked. While one breached a good five hundred feet away, the second broke through much closer to us. Using magics to prevent it fleeing, our sturdy dwarven ally leapt into the fray, growing to twice his size in order to grapple with the enraged beast. Despite its thick hide and cranial plating, between us we peppered the thing almost to the point of exhaustion - but then the tide turned significantly. Before we could react, four smaller bulettes surfaced; pups, coming to the aid of their parent. The second adult then erupted from the ground, arcing through the air to land atop myself and Nicolas. The experienced monster slayer was quick enough to duck out of the way, but distracted by the others, I was not so lucky, and took the full brunt of its deadly leap, immediately falling and knocking my head. Were it not for Valyries imbuing me with healing magics, I would surely have been devoured by it. Thankfully, back to consciousness, I was able to disengage from the snarling predator, taking a higher position, leaving it to turn its ire on the melee where Three and the enlarged Rorin held the rest of the monstrosities. It pounced again, knocking him prone. I saw Valyries leap upon the back of a pup in an effort to distract at least one of the snapping maws from him, sinking her fangs into the soft spot behind its headplate, ripping out a chunk. He clambered to his feet once again, recasting his protective aura - but it was not enough. As the rest of us looked on, all six of the bulettes tore into him, and he went down. None of us who looked on could believe it. Stout, hearty, reliable Rorin, a literal giant among his kin, was gone. As the hungry pups made to drag his lifeless body towards one of the holes from which they sprang, our collective resolve steeled. My aim, guided by the Arch Heart himself, saw the first of the adults taken out. Nicolas ensnared the other in a tangle of vine, while we slew the pups one by one. As the last was felled, its parent broke free and charged at its captor, but with impressive deftness, he dodged under its very belly, and impaled it upon his sword. We rushed to Rorin, but there was nothing we could do. Under a sombre cloud, we set about the grim task of relieving the bulettes of the very parts for which we had foolishly sought them. Then, with our hearts heavier than our packs, we made our way back the way we came, carrying our fallen companion. And so here I sit, recording this experience so that I do not soon forget. Despite the realisation of our ultimate goal, measured against the loss of Rorin I am left with a feeling of deep failure and regret. As we gain experience exploring Oasis, the more I wonder if my simple skills are up to the task. The magics I have seen my fellows employ time and again fill me with both wonder and envy; their powers have, without question, proven effective time and time again. When we return to Proto, perhaps I should speak to Ruben, and see if he might be able to teach a half-wit like me a trick or two. Summary: New Location(s): the badlands (south-west) NPCs: spoke to Purpur at the source of the Arch River, and obtained a wish list of rocks which they wish to eat. They will exchange local knowledge if we bring some to them. Points of Interest: two new rivers in the badlands, flowing southward adjacent to one another Creatures Encountered: dire wolves (at the forester's camp), aurochs (badlands), adult and juvenile bulettes (badlands) Achievements: harvested wolf pelts, bulette cranial plates and leather for uncommon and rare crafting. Trivia: 1) Bulettes hunt in groups, have very hard cranial plates, are resistant to bludgeoning damage, but vulnerable to thunder. 2) Beyond the badlands, further to the south-west, we could see dunes rising - a desert, for certain. Hard to gauge distance, as we did not travel in straight lines while hunting the bulettes. 3) Purpur's 'tasty rock' wishlist: Orichalcum, which is found deep in lakes. Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. Ignan brass, which is found near molten rock. Sunken ice, found on plains of cold water. Seraphite, or ‘heaven steel’ - from the upper planes. [[Category: Expedition Reports]] 13b811c86413f61eb7a79cea654c41b72024328a 283 282 2023-05-05T08:11:59Z TimorSol 2 wikitext text/x-wiki Report by Talaedra ‘Prints’ Liadon 11-16th of Quen'pillar Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the [[The Foresters Camp|abandoned forester’s camp]]. We are on our way back, not having yet reached the relative safety of [[Proto]], with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas leading the way south - a direction I realised I’d not travelled from Proto before. Also among our number were the eladrin mechanist Sydri, the stout dwarf Rorin, and Valyries, an armoured woman with conviction in her eyes, but a curious way about her, which first became apparent as we reached a tall, [[River Arch|ancient arch]] that spans one of the rivers. She scuttled atop it in a manner most disturbing - like an insect or a spider - to investigate, but found only guano and strong gusts. Further upriver we came to its source; a collection of rocks known as [[Purpur's Headwater|Purpur’s Headwater]]. Here, Rorin magically raised his voice exponentially, summoning forth the eponymous elemental. Nicolas spoke at length with the apparently jovial primordial, who is apparently most knowledgeable about the area, but knows their worth, and so won’t give it up for free. They did give us a wish list of sorts; a veritable menu of rocks and ores for which they would trade their wisdom: * - [[Orichalcum]], which is found deep in lakes. * - [[Wolfram]], which forms where lightning repeatedly strikes - likely up in the mountains. * - [[Ignan brass]], which is found near molten rock * - [[Sunken ice]], found on plains of cold water * - [[Seraphite]], or ‘heaven steel’ - from the upper planes [[Purpur]] did offer up that bulettes - which they hate - are found further south-west. To that end, we left them to their work, and made for the forester’s camp, reaching it well before nightfall. I volunteer first watch, setting up on a rock outside a somewhat damaged, but in-tact cabin, gazing into a fire, with Sydri’s automaton standing nearby. I thought my wits were about me, and yet the only sign of danger was a hungry snarl at my back before a wolf the size of a horse leapt at me, fangs bared. My training kicked in, and I leapt toward the fire before four of the things could fully surround me. Nevertheless, teeth definitely found their mark before I could wrench open the door of the cabin to alert the others. We were able to put down the beasts, bleary-eyed and armourless as the rest of the group were; one escaped, Valyries hollering into the woods after it, baring a sharp set of fangs I’d not previously noticed on her. In the morning, I helped Sydri to carve their pelts before we set off again. I took over navigation from here, leading us on a rough zig-zag south-west for four hours as I searched for signs the lorekeepers taught me to look for. We eventually hit [[The Open Fields|open plains]]; an area of scrub and badlands between the temperate forests nearer Proto, and arid [[The Desert|desert]] in the distance. Sand dunes could be seen in the distance, but in between us and there, two rivers flowed southward. Closer still - perhaps a mile away - a massive herd of [[Aurochs|aurochs]], some sixty strong. And yet closer, two lines of churned earth, covering the distance between: the tell-tale sign of [[Bulette|bulettes]], heading straight for the unknowing animals. It was then that we witnessed a pair of enormous shapes leap from beneath the ground, immediately startling the aurochs, sending them into a stampede to escape. The herd bolted in the opposite direction toward the river - some instinct driving them in the hope that the predators would not cross the water. No such luck; as we ourselves broke into a run to close the distance to our own quarry, we caught sight of further breaches on the opposite bank, turning their prey southward. We altered course in hope of cutting them off as they apparently played with their food. By a stroke of luck, the aurochs turned back across the same river just after we reached a rocky outcropping. Sydri dumped our bait of wolf entrails (collected for this exact purpose) nearby, while Rorin sent small tremors through the earth, in the hope of catching the bulettes’ attention. It worked. While one breached a good five hundred feet away, the second broke through much closer to us. Using magics to prevent it fleeing, our sturdy dwarven ally leapt into the fray, growing to twice his size in order to grapple with the enraged beast. Despite its thick hide and cranial plating, between us we peppered the thing almost to the point of exhaustion - but then the tide turned significantly. Before we could react, four smaller bulettes surfaced; pups, coming to the aid of their parent. The second adult then erupted from the ground, arcing through the air to land atop myself and Nicolas. The experienced monster slayer was quick enough to duck out of the way, but distracted by the others, I was not so lucky, and took the full brunt of its deadly leap, immediately falling and knocking my head. Were it not for Valyries imbuing me with healing magics, I would surely have been devoured by it. Thankfully, back to consciousness, I was able to disengage from the snarling predator, taking a higher position, leaving it to turn its ire on the melee where Three and the enlarged Rorin held the rest of the monstrosities. It pounced again, knocking him prone. I saw Valyries leap upon the back of a pup in an effort to distract at least one of the snapping maws from him, sinking her fangs into the soft spot behind its headplate, ripping out a chunk. He clambered to his feet once again, recasting his protective aura - but it was not enough. As the rest of us looked on, all six of the bulettes tore into him, and he went down. None of us who looked on could believe it. Stout, hearty, reliable Rorin, a literal giant among his kin, was gone. As the hungry pups made to drag his lifeless body towards one of the holes from which they sprang, our collective resolve steeled. My aim, guided by the Arch Heart himself, saw the first of the adults taken out. Nicolas ensnared the other in a tangle of vine, while we slew the pups one by one. As the last was felled, its parent broke free and charged at its captor, but with impressive deftness, he dodged under its very belly, and impaled it upon his sword. We rushed to Rorin, but there was nothing we could do. Under a sombre cloud, we set about the grim task of relieving the bulettes of the very parts for which we had foolishly sought them. Then, with our hearts heavier than our packs, we made our way back the way we came, carrying our fallen companion. And so here I sit, recording this experience so that I do not soon forget. Despite the realisation of our ultimate goal, measured against the loss of Rorin I am left with a feeling of deep failure and regret. As we gain experience exploring Oasis, the more I wonder if my simple skills are up to the task. The magics I have seen my fellows employ time and again fill me with both wonder and envy; their powers have, without question, proven effective time and time again. When we return to Proto, perhaps I should speak to Ruben, and see if he might be able to teach a half-wit like me a trick or two. Summary: * New Location(s): the badlands (south-west) * NPCs: spoke to Purpur at the source of the Arch River, and obtained a wish list of rocks which they wish to eat. They will exchange local knowledge if we bring some to them. * Points of Interest: two new rivers in the badlands, flowing southward adjacent to one another * Creatures Encountered: dire wolves (at the forester's camp), aurochs (badlands), adult and juvenile bulettes (badlands) * Achievements: harvested wolf pelts, bulette cranial plates and leather for uncommon and rare crafting. * Trivia: * 1) Bulettes hunt in groups, have very hard cranial plates, are resistant to bludgeoning damage, but vulnerable to thunder. * 2) Beyond the badlands, further to the south-west, we could see dunes rising - a desert, for certain. Hard to gauge distance, as we did not travel in straight lines while hunting the bulettes. * 3) Purpur's 'tasty rock' wishlist: * * Orichalcum, which is found deep in lakes. * Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. * Ignan brass, which is found near molten rock. * Sunken ice, found on plains of cold water. * Seraphite, or ‘heaven steel’ - from the upper planes. [[Category: Expedition Reports]] 8a56d962f548775c0f52723918004bff1e0666a5 Expedition Report 18 0 145 278 2023-05-05T07:30:13Z TimorSol 2 Created page with "==== Report by Marly ==== 17-18th Quenpillar On our way to the House of Cards, we encounter strange creatures: a pack of small dinosaurs. We dispatch them easily and harvest some of the meat for rations. After that, we make it to the house of cards in good time, only getting slightly lost towards the crystal forest. It sits at the bottom of the mountain range, their peaks shrouded in clouds. We turn tail and find our way to the House of Cards for a (hopefully) final sh..." wikitext text/x-wiki ==== Report by Marly ==== 17-18th Quenpillar On our way to the House of Cards, we encounter strange creatures: a pack of small dinosaurs. We dispatch them easily and harvest some of the meat for rations. After that, we make it to the house of cards in good time, only getting slightly lost towards the crystal forest. It sits at the bottom of the mountain range, their peaks shrouded in clouds. We turn tail and find our way to the House of Cards for a (hopefully) final showdown. House of Cards FINALE In the house of cards, no one is playing games. No birds, no music. The place has been stripped of its amenities. In the cage in the centre, 4 humanoids are locked in, looking sheepish. Prints goes in first and hears Ontranto’s voice in his head: “Gambler after my own heart.” Marly enters after him. She detects that the 4 in the centre are undead, but doesn’t detect any fiends with her divine sense. She does hear O’s voice taunting her to make this “a game to remember”. Throwing a candle at the curtains unfortunately does not set them on fire: the house is still destruction-proof. The 4 people in the centre turn into deadly Shadows when Sydri gets close. A fight ensues, in which hounds from hell, glass mephits and incubi/succubi join in to kick our asses. Ontranto himself shows up, showing clear interest in Juliette (she’s not even that great, but ok) and taunting each of us to a wager thanks to his magical deck of cards. No one takes him up on his offer, and refusing him costs a bit of health… After many Charm effects (tip: don’t let those bastards kiss you, no matter how hot they look! Hurts like HELL) and near-death experiences, we are still standing, albeit shoddily. It seems like an evenly matched fight… Until Ontranto and the remaining succubus flee! They disappear from the house, leaving it for us to explore freely. In his treasure room (finally some good freaking booty) we find piles of gold, and less importantly, a letter in an envelope: ''My dearest Juliette and other... adventurers, I must commend you on your skill in the game we played. I have not lost in such a manner in many moons, and I must say, it was a refreshing change. Your ability to read your opponents and calculate your risks is truly remarkable. I must sadly say, that you are too late to save the folk that you cared for for reasons unknown to me. You know, the foresters. They came here by free will, and stayed here by free will. In the end though, they didn't understand one basic thing - the house always wins. Their once free souls, now caged and feathered, flit about my abode like fragile songbirds. Their sweet melodies a constant reminder of their newfound captivity, and my ever-growing collection of victories in the game of fate. I'm afraid you will need to find some new workforce, love. Back to important things though - I am not one to stay defeated for long. I am currently relocating back towards the Lycan camp, though I must admit I would much rather stay here. Alas, I understand that in the current situation, you might be a bit mad at me. As it is, I'm looking forward to a rematch. I do hope you'll indulge me once more. In the meantime, please accept my offer of the summer house. Consider it a gesture of good faith between us, and a reminder of our friendly competition. I am sure you will find it a lovely respite in your travels. Yours truly,'' Ontranto Report by Talaedra ‘Prints’ Liadon Painful as our return to Proto was, there was little time to tarry; the very next day, an expedition whose intent was both altruism and revenge set out to the now infamous House of Cards. The buzz around town about this place has been fervent, with more than a few dark words uttered in reference. Several around town had either gone near, or indeed inside it, so it had quite the reputation already: strange magics abound, beguiling and charming those who enter its walls, tempting them with games of chance. Its proprietor - a fiendish, but apparently charming scoundrel called Ontranto - had clearly got under the skin of those with whom he’d interacted. The real prize, however: a group of foresters, once occupants of the abandoned lumber camp, who were spotted at a table, despondent about their losses and either unable or unwilling to leave. Securing their freedom could allow wood to flow into Proto again, improving the infrastructure and attracting more diverse traders and craftspeople. And so I found myself setting out with my now-regular companions Ruben and Sydri, as well as two people I have seen around town, but not yet travelled with: a charismatic, aristocrat called Juliette, and a hardy ocean-faring warrior going by the name Marly. We travelled by a familiar route: west along the river that flows into Proto, to the fey lake, and then south west toward the forester’s camp. It was an easy enough journey, broken only by a pack of curious, bird-like reptilians, whom we disturbed feasting on a boar. They attacked, out of fear I imagine, but were no real threat. Ever the opportunist, Sydri scavenged both meat and some small amount of leather from their carcasses. We also gave a giant wasp’s nest a wide berth, not wishing to be further delayed reaching our intended target. As we reached the lumber camp, the weather started to set in. The group made efforts to repair and beautify the cabin a little, talking and strategising about the day to follow. I began to pick Ruben’s brain about his arcane education, to see if there might be any way for me to pick up any elements of his craft. He seemed somewhat despondent, but explained his divinatory magics in terms I was able to comprehend. We shall see. In the morning, we set out a little south of due west, leaving the forest, then entering another a couple of miles later. An hour and a half after that, we break through the treeline again, meeting the expansive plains that stretch out towards the distant mountains, and a shimmering forest of crystalline trees. Some amongst us theorised that the House of Cards had somehow been moved, or hidden from our view (I’m sure I picked up some choice words muttered under Ms. de Guélis’s breath), but a hunch that we had simply been mistaken in the correct direction of travel was proven correct when we turned back north-east, and came upon the rear of the building. By the time we arrived, the pervasive feeling of failure from the loss of Rorin had all but dissipated, and I was feeling very sure of our chances here. As they dithered with how best to proceed, I advised my companions that the best course of action would obviously be to use the element of surprise by attacking immediately on entry. Indeed, I offered to lead the way on this, and without further discussion, entered the strange structure. What we found was…unexpected. Where previously a den of iniquity bustled with activity, we found…almost nothing. The tables were empty; the air still. A cage in the middle of the space was the only object of note, containing four stooped, inert figures, who failed to respond to verbal prompts. Then, a voice in each of our heads: the fiend, mocking us. “A gambler after my own heart,” he called me. The presumptuous worm could blather all he wanted; the son of Iolas Liadon has endured the capricious repercussions of chance enough this last century, and I resolved that my barbs would yet silence his arrogant tongue. As Sydri stepped up to the figures in the cage, one of them grabbed him and before anyone could react, had him down on one knee, sapping the very strength from his body. Although he immediately teleported away, the figures in the cage revealed their true, shadow-wreathed forms, and attacked! What followed went almost too fast to recall. Fight or flight took over; the adrenaline pumping through me. As the undead creatures floated unhindered through the very bars themselves, toward us, a pair of infernal dogs appeared and flanked us. The one closest to me let forth a howl from the depths of the nine hells themselves, earning a brace of arrows and a swift return trip there. Somewhere amongst a flurry of spells and crossbow bolts, Ontranto showed himself, flouncing in from behind a curtain at the rear like a great overgrown bat, all leathery wings and fine silks, showing a great deal of 'favour' towards Juliette. However bravely and skilfully we fought, the tide started to turn against us: no fewer than four of Ontranto’s devilish cohort showed their faces, attempting to use beguiling magics against each of us. While mine and Sydri’s elven blood and the lightkeeper's hat on Ruben’s head allowed us to resist their charms, both Marly and Juliette found themselves under fiendish influence more than once, lured away from the fray under false pretences. Only countering enchantments or a sharp pain seemed to break the hold on them; I regret having to shoot both of them, even if it was for their own good. Yet, somehow we prevailed. As their minions fell, and their trickery subsided, we began to gain the upper hand. One by one, Ontranto's stooges disappeared, apparently unwilling to risk further harm for their master's sport. Bruised and bloodied as we were, we drove the pompous hellion back into his office - more a throne room than a work space - before watching him disappear through a secret door. With Ruben attending to unconscious allies, I tried to follow, but found myself in a maze of fabric-lined corridors: the rat bastard was gone. Whether it was always there, or appeared whilst our backs were turned, a letter was found on his desk addressed to Juliette. It commended us on the game we played, and congratulated us for beating him this time, but confirmed that the foresters’ gambled their souls and lost, and were turned into his pet birds. He has relocated to a lycan camp somewhere, where he will wait looking forward to a rematch, and left us the House of Cards and its contents - including more gold than I have ever seen in one place - by way of winnings.. Victory, then - of sorts. Those poor foresters stood little chance against the temptations placed before them, and have paid a price much higher than they anticipated. The loss of their expertise, too, is a blow to Proto; we shall have to source lumber for the town some other way. We spent that night in the House without incident, and made our return to town unaccosted. Little rest awaits me, as tomorrow I head back west to try and save the naiad queen’s husband. Perhaps exorcising demons is a skill at which I shall become proficient. [[Category: Expedition Reports]] 8418ff74b826a7568e62824c342a97d6bcbc371d 293 278 2023-05-05T11:09:41Z TimorSol 2 wikitext text/x-wiki ==== Report by Marly ==== 17-18th Quenpillar On our way to the [[House of Cards]], we encounter strange creatures: a pack of [[Deinonychus|small dinosaurs]]. We dispatch them easily and harvest some of the meat for rations. After that, we make it to the house of cards in good time, only getting slightly lost towards the [[Glimmerhold|crystal forest]]. It sits at the bottom of the mountain range, their peaks shrouded in [[Eternal Clouds|clouds]]. We turn tail and find our way to the House of Cards for a (hopefully) final showdown. House of Cards FINALE In the house of cards, no one is playing games. No birds, no music. The place has been stripped of its amenities. In the cage in the centre, 4 humanoids are locked in, looking sheepish. Prints goes in first and hears Ontranto’s voice in his head: “Gambler after my own heart.” Marly enters after him. She detects that the 4 in the centre are undead, but doesn’t detect any fiends with her divine sense. She does hear O’s voice taunting her to make this “a game to remember”. Throwing a candle at the curtains unfortunately does not set them on fire: the house is still destruction-proof. The 4 people in the centre turn into deadly Shadows when Sydri gets close. A fight ensues, in which hounds from hell, glass mephits and incubi/succubi join in to kick our asses. Ontranto himself shows up, showing clear interest in Juliette (she’s not even that great, but ok) and taunting each of us to a wager thanks to his magical deck of cards. No one takes him up on his offer, and refusing him costs a bit of health… After many Charm effects (tip: don’t let those bastards kiss you, no matter how hot they look! Hurts like HELL) and near-death experiences, we are still standing, albeit shoddily. It seems like an evenly matched fight… Until Ontranto and the remaining succubus flee! They disappear from the house, leaving it for us to explore freely. In his treasure room (finally some good freaking booty) we find piles of gold, and less importantly, a letter in an envelope: ''My dearest Juliette and other... adventurers, I must commend you on your skill in the game we played. I have not lost in such a manner in many moons, and I must say, it was a refreshing change. Your ability to read your opponents and calculate your risks is truly remarkable. I must sadly say, that you are too late to save the folk that you cared for for reasons unknown to me. You know, the foresters. They came here by free will, and stayed here by free will. In the end though, they didn't understand one basic thing - the house always wins. Their once free souls, now caged and feathered, flit about my abode like fragile songbirds. Their sweet melodies a constant reminder of their newfound captivity, and my ever-growing collection of victories in the game of fate. I'm afraid you will need to find some new workforce, love. Back to important things though - I am not one to stay defeated for long. I am currently relocating back towards the [[Lycanthropes|Lycan camp]], though I must admit I would much rather stay here. Alas, I understand that in the current situation, you might be a bit mad at me. As it is, I'm looking forward to a rematch. I do hope you'll indulge me once more. In the meantime, please accept my offer of the summer house. Consider it a gesture of good faith between us, and a reminder of our friendly competition. I am sure you will find it a lovely respite in your travels. Yours truly,'' Ontranto Report by Talaedra ‘Prints’ Liadon Painful as our return to [[Proto]] was, there was little time to tarry; the very next day, an expedition whose intent was both altruism and revenge set out to the now infamous [[House of Cards]]. The buzz around town about this place has been fervent, with more than a few dark words uttered in reference. Several around town had either gone near, or indeed inside it, so it had quite the reputation already: strange magics abound, beguiling and charming those who enter its walls, tempting them with games of chance. Its proprietor - a fiendish, but apparently charming scoundrel called Ontranto - had clearly got under the skin of those with whom he’d interacted. The real prize, however: a group of foresters, once occupants of the abandoned lumber camp, who were spotted at a table, despondent about their losses and either unable or unwilling to leave. Securing their freedom could allow wood to flow into Proto again, improving the infrastructure and attracting more diverse traders and craftspeople. And so I found myself setting out with my now-regular companions Ruben and Sydri, as well as two people I have seen around town, but not yet travelled with: a charismatic, aristocrat called Juliette, and a hardy ocean-faring warrior going by the name Marly. We travelled by a familiar route: west along the river that flows into Proto, to the fey lake, and then south west toward the forester’s camp. It was an easy enough journey, broken only by a pack of curious, [[Deinonychus|bird-like reptilians]], whom we disturbed feasting on a boar. They attacked, out of fear I imagine, but were no real threat. Ever the opportunist, Sydri scavenged both meat and some small amount of leather from their carcasses. We also gave a giant wasp’s nest a wide berth, not wishing to be further delayed reaching our intended target. As we reached the lumber camp, the weather started to set in. The group made efforts to repair and beautify the cabin a little, talking and strategising about the day to follow. I began to pick Ruben’s brain about his arcane education, to see if there might be any way for me to pick up any elements of his craft. He seemed somewhat despondent, but explained his divinatory magics in terms I was able to comprehend. We shall see. In the morning, we set out a little south of due west, leaving the forest, then entering another a couple of miles later. An hour and a half after that, we break through the treeline again, meeting the [[The Open Fields|expansive plains]] that stretch out towards the distant mountains, and a shimmering forest of crystalline trees. Some amongst us theorised that the House of Cards had somehow been moved, or hidden from our view (I’m sure I picked up some choice words muttered under Ms. de Guélis’s breath), but a hunch that we had simply been mistaken in the correct direction of travel was proven correct when we turned back north-east, and came upon the rear of the building. By the time we arrived, the pervasive feeling of failure from the loss of Rorin had all but dissipated, and I was feeling very sure of our chances here. As they dithered with how best to proceed, I advised my companions that the best course of action would obviously be to use the element of surprise by attacking immediately on entry. Indeed, I offered to lead the way on this, and without further discussion, entered the strange structure. What we found was…unexpected. Where previously a den of iniquity bustled with activity, we found…almost nothing. The tables were empty; the air still. A cage in the middle of the space was the only object of note, containing four stooped, inert figures, who failed to respond to verbal prompts. Then, a voice in each of our heads: the fiend, mocking us. “A gambler after my own heart,” he called me. The presumptuous worm could blather all he wanted; the son of Iolas Liadon has endured the capricious repercussions of chance enough this last century, and I resolved that my barbs would yet silence his arrogant tongue. As Sydri stepped up to the figures in the cage, one of them grabbed him and before anyone could react, had him down on one knee, sapping the very strength from his body. Although he immediately teleported away, the figures in the cage revealed their true, [[Shadow|shadow-wreathed forms]], and attacked! What followed went almost too fast to recall. Fight or flight took over; the adrenaline pumping through me. As the undead creatures floated unhindered through the very bars themselves, toward us, a pair of infernal dogs appeared and flanked us. The one closest to me let forth a howl from the depths of the nine hells themselves, earning a brace of arrows and a swift return trip there. Somewhere amongst a flurry of spells and crossbow bolts, Ontranto showed himself, flouncing in from behind a curtain at the rear like a great overgrown bat, all leathery wings and fine silks, showing a great deal of 'favour' towards Juliette. However bravely and skilfully we fought, the tide started to turn against us: no fewer than four of Ontranto’s devilish cohort showed their faces, attempting to use beguiling magics against each of us. While mine and Sydri’s elven blood and the lightkeeper's hat on Ruben’s head allowed us to resist their charms, both Marly and Juliette found themselves under fiendish influence more than once, lured away from the fray under false pretences. Only countering enchantments or a sharp pain seemed to break the hold on them; I regret having to shoot both of them, even if it was for their own good. Yet, somehow we prevailed. As their minions fell, and their trickery subsided, we began to gain the upper hand. One by one, Ontranto's stooges disappeared, apparently unwilling to risk further harm for their master's sport. Bruised and bloodied as we were, we drove the pompous hellion back into his office - more a throne room than a work space - before watching him disappear through a secret door. With Ruben attending to unconscious allies, I tried to follow, but found myself in a maze of fabric-lined corridors: the rat bastard was gone. Whether it was always there, or appeared whilst our backs were turned, a letter was found on his desk addressed to Juliette. It commended us on the game we played, and congratulated us for beating him this time, but confirmed that the foresters’ gambled their souls and lost, and were turned into his pet birds. He has relocated to a lycan camp somewhere, where he will wait looking forward to a rematch, and left us the House of Cards and its contents - including more gold than I have ever seen in one place - by way of winnings.. Victory, then - of sorts. Those poor foresters stood little chance against the temptations placed before them, and have paid a price much higher than they anticipated. The loss of their expertise, too, is a blow to Proto; we shall have to source lumber for the town some other way. We spent that night in the House without incident, and made our return to town unaccosted. Little rest awaits me, as tomorrow I head back west to try and save the naiad queen’s husband. Perhaps exorcising demons is a skill at which I shall become proficient. [[Category: Expedition Reports]] b2a041aee33a9468d71e4b8738d0b0d4e5f83f9e Expedition Report 9 0 98 280 198 2023-05-05T07:33:35Z TimorSol 2 wikitext text/x-wiki Date: 26th of Fessuran, 845 PD ==== Report by Rorin ==== Rorin woke with a start to join this latest expedition, as it seems that many had that same problem. sadly, upon joining up with the group just at the bronzewood, on account of the dwarven stature, the party was still missing one of the originally intended party members (Rorin will check in with Daisy when he returns to [[Proto]]). apparently the party were interacting with something or someone, but Rorin never saw anything. anyway, we then remember where we were intending to head, and start heading south from the [[Bronzewood|bronzewood]]. We return to the river in which the lovely stone archway spans, and realize how long we have been traveling, and take a look around. the river south of us, was close enough, and head to that following river. we notice along the southern river, there is a pair of EXTREMELY large trees. we investigate it, and find out that it is a pair of trees that were enhanced by magic possibly? but they were grown with their roots and the limbs of the tree creating a bridge to span the river. very interesting, but not made of stone. sad... <br> after a few more hours of slightly aimless(we got lost, alright) and a change in weather, with heavy winds, we make it to the [[The Foresters Camp|forester's camp]] to spend the night, and rest after a full day of travel. we search around, and notice that the tools are gone. nothing left of value or reference to the forester's that were previously, besides the Shithouse with the [[House of Cards]] poster placed on it and the cabin they built. (odd place for a poster. why the Shithouse...) after getting settled for the night, the winds and rain turned into a storm right outside. Marly, enjoying their time in the rain and wind for a moment, then became a tree branch in the wind, hitting the cabin wall, going unconscious. Rorin hears this, and goes to investigate what happened, and almost gets dragged off himself. A strong storm, came out of nowhere, and continues. <br> Rorin swells in size so as to not be a kite in the wind, uses his dwarven low center of gravity to get Marly back into the cabin, with keeping the cabin door closed with use of pitons and a rope, with a taut-line hitch. Marly is revived with a slap of a healing word from Juliette. shortly after, lightning strikes multiple times, uncomfortably close, there is a scent of burnt air/ozone present, and the crackle of lightning. it is a bit brighter outside, as we see lights? Rorin opens the door enough to see outside, and gets blasted with a bolt of lightning. FROM A LIVING LIGHTNING BOLT CREATURE. taking that to the chest, while standing in the way of the door, fighting starts, and is a bit hairy. Thurrim's benevolent twilight emanates and soothes the nerves a bit, and Rorin charges and confronts the [[Living Lightning|living lightning]]. Apparently, they cannot harm each other, with their lightning. i have tried. their turned out to be 2 of them. after 12 seconds, the creatures were able to bring low the mountain(sized) dwarf. Marly, maybe due to Rorin dragging them in, came to Rorin's aid with a touch of vitality(1hp, which i don't blame them for). Rorin stands, realizes the dire situation, and throws Marly 20 feet away, saying, "RUN". spells, and insults(Juliette) harry these lightning creatures, and still they persist. far to the west, in the forest beyond the camp, a head and shoulders of a creature is visible in the dark, with the flashing of lightning. Rorin has a moment of realizing what this is. He bellows out in Giant, "THE STORM IS ALIVE". with aid of Thurrim and Juliette, the creature's attention was caught, and they head our way. a couple of Magic Missiles, and a very well placed Guiding Bolt cause the creatures to finally still and our distress is abated for a moment. out of the edge of the woods, the face and shoulders, and now the rest of the creature now visible, makes for a dream come true for Rorin. <br> Rorin's thought as to what was going on was somewhat accurate, in his mind, as this is a prime example of a [[Storm Giant]] in their great majesty. an attempt at parlay was made, but not acknowledged, as they referred to us a something to the effect of disgusting lowborn. they take the bodies of the living lightning into a satchel of their own, and rebuke the party with a gale of wind, knocking Marly and Juliette out, and walking north east, probably to the ruins of the floating castle referenced before, which we assume is the floating rocks. Thurrim is able to revive them, with a few simple healing spells, and realize this storm is not something we are equipped to weather. we return, bruised, battered, and barely breathing for some, and rest for the night in Proto. [[Category: Expedition Reports]] b40cb24c5383864194fb02104fcea28ae8f0a69f Expedition Report 19 0 146 281 2023-05-05T07:36:08Z TimorSol 2 Created page with "==== Report by E.L. ==== (originally written in cypher, some portions redacted for this posting) L- “Find a better patron, one who actually lets you do things.” I’m paraphrasing, I suppose, but I’ve been thinking about that a lot in the last few days. And no, I’m not revisiting those old discussions that Gran had with us. But the helplessness, L, the utter uselessness I felt. And I know it’s you. I know you didn’t get to choose, and I know Gran didn..." wikitext text/x-wiki ==== Report by E.L. ==== (originally written in cypher, some portions redacted for this posting) L- “Find a better patron, one who actually lets you do things.” I’m paraphrasing, I suppose, but I’ve been thinking about that a lot in the last few days. And no, I’m not revisiting those old discussions that Gran had with us. But the helplessness, L, the utter uselessness I felt. And I know it’s you. I know you didn’t get to choose, and I know Gran didn’t get to choose, and her father, and his Gran and so on, and so on, but why give the rest of the family the taste but not the true power? What’s the point of the taste? I went out again. Another expedition. It feels odd to recount it now, but I guess that’s why I’m here. So here goes. Another expedition. This time it was to try and figure out why some fey creature (naiad queen, from all I could tell and was told) had lost her husband to some corruption. A mystery found by a previous expedition, and here we were trying to pursue some leads. And why me? How was I included when the rest of the party was so much more experienced and capable? Just for the body? The numbers? And of course, I went. Fat lot of good that did, didn’t it? This time new companions. A brief overview: K____ D________ - dwarven druid. Some beast shaping, though not as advanced as V____, from what I could tell. Strong, or at least strong enough to carry us while flying when the rest of us needed to be lifted in the air. Definitely something I couldn’t quite put my finger on, but maybe that’s just the nature of dwarfs. D____ - had a title, but couldn’t quite determine if it was legitimate or self-given. The utterer of the phrase that starts this letter. I saw a lot in him of you L. Had a familiar of some power and skill, fire magic, and some other gifts from afar, a clear shine of potential and desire. Vanished for some time into a ‘ring’ he carried. Anything from that sound familiar? A__ - newcomer to the island, a flighted bird who I really couldn’t tell much about other than they appeared to be a capable warrior. What was the part of W____ where they were supposed to be most populous? Could have been from there? I’ll ask next time I can. S____ D____ - joined us late in the expedition, but the same as from my last excursion. I don’t believe their personal automaton is fully sentient. Or at least, is restricted in some way from total freedom. At any rate, that version of the automaton is destroyed and ripped apart. Prints - who didn’t return. More about that later. We exited P___ in much the same way as last time, upstream towards the lake. I attempted to get a better sense of the bestial enchantment but failed. Perhaps an omen I ignored. We did discover that two of the creatures of the lake appear to be permanent residents, and in good favor with the ‘king’ of the lake. This person called himself U_______, among other names and titles with which he seems to prefer to be called. I figured you might be able to talk to B___ over at the C___ S___ and see if that is a name that has popped up in history before. The others (through a conversation that I could take no part in) discovered that the ‘other’ king… the one we were supposed to help, was most likely a water elemental. A useful bit of information that… (page missing) …and it turned out to be the same elk! The one with the taste for butterscotch! Surreal, but it seems it pays to curry favors with the local fauna. A lesson I’ll take to heart. Or try to anyhow. We did reach the headwaters, and after disturbing a few strange plant creatures (that exploded into gas after some sharpshooting by Prints and the others) wandered into the cave of the water elemental king. Well. Here we come to the point I was getting to. A disaster from the off. Dead-end tunnels, rising waters, creatures that could slide through water and not be harmed. You told me to stay alive, so… that’s what I did. I’m not a coward, L, but I was scared. I would have hated to die there, drowned in water, nothing accomplished, nothing learned, nothing gained from this trip here. But I didn’t die, I left, I escaped. Just a taste, that’s all I have, and when those companions needed my help what could I do? And I knew it? The instant I stepped in that cave, I should have ran out, told them to run out, say “this is an early death”, but I didn’t. And all I could do was throw some stones and do some cut-rate charlatan’s street tricks. What a useless…. And it was Prints who paid the price. Who didn’t come out of the cave, whose equipment washed out of the waterfall, and we fished it out like the failures we…. I was. I talked to him quite a lot on the trek. A wood elf, from Lyregorn (spelling?) which you may recognize. At one point he was trained and part of what seemed a military scouting group. He used the old word for the continent (Gwessar! - some old school lessons still in that dull brain of mine). I don’t know if that would be enough for you to track down, but I expect there are probably family… close or distant… who would want to know that Prints is gone. Under a different delivery, I hope to send a portrait of Prints from one of the locals, and one of his weapons, a seax of some quality. Hopefully, that may help in the search. A good man, a good scout… he was good at his job. And Oasis chewed him up and spit him out. I liked him, and I could have learned a lot from him. But all I have is a taste. I need more, L, and I don’t know if I’ll get it. I’ll do my best, but this place seems a horrible place to die. You said never come back… but this isn’t what you meant. There are some floating rocks here, which I attempted to research in case it is the home of _______ _________ ___________ __________ _______________. I think it unlikely, but without a closer look (maybe I can make a deal with A___ or D___ for some sort of fly-by), it could be the place where it sits. In the air it could spin freely - as you think it must. And there are mountains in the west, so if it still holds its ____ then maybe it _______ ____ there. But truly, if it is here… or a piece, a part… then my guess it sits in a vault. And spins, and reaches out still, to us… to our family. Maybe if I get close enough I’ll have more than a taste. I think, just at the edge of my understanding, slightly more is in my reach. It’s like a slight buzz when I reach out mentally, as though I can ‘almost’ hear the person back. A different captain, a different boat, and if you’ve got this far, you can see I’ve added to the cipher. It will be confusing if the letters arrive out of order, but I’m sure you’ll manage. Always much love, your brother, Summary: New locations: none New NPCs: -Donnypus, a Giant Elk, -Neptis, the corrupted water elemental; -(Also conversed with Ulorian -and Salem and Hunter) -(also conversed with the Naiad queen) Encountered: -Donnypus (but avoided combat) -Phase spiders (2 of them) -Exploding poisonous plants that looked something like beholders -Waterwhelms -Water Elemental Important Events: -Conversed with Donnypus and vaguely convinced him of visiting (and helping?) Proto -Combat with the Water Elemental and his minions in what was a lair of great danger. -Loss of the scout Prints. ==== Report by Dante ==== I’m not quite sure what hurts more. Rorin’s death was a surprise. I found out when he didn’t return home. I never had a chance to save him, which stung—if only I had been there… With Prints, I was there. And despite all of our attempts, we failed him, and that burns hotter than the Breath of the Sultan. Fey Lake We discovered that Hunter the Fox and Salem the Black Cat are two favorites of Ulorian. Salem requested a ball of string, but he settled for some freshly shorn wool to play with. In return, he summoned Ulorian who told us a little more about King Neptis, the water elemental. Hunter privately asked us to find a naiad who might consent to “visiting” the lake. It seems Ulorian is rather lonely, and because he’s lonely, he doesn’t like the animals having “fun” in his lake. So, if we can save the corrupted Neptis for the naiads, we might be able to solve two problems. Donypus We spotted Donypus the Giant Elk in the distance, and when I tried to message him, he decided to charge at us to say hello. I really wanted to make sure we became friends, so I made a very strong “suggestion” when he got close enough. We fed him a butterscotch flavored goodberry and gave him directions to Proto. We mentioned we might ask him to carry some heavy stuff for us, and in return, we would feed him as much butterscotch flavored grass as he wants. Naiad Queen We introduced ourselves to the queen and she confirmed she would grant us a favor in exchange for freeing her husband from the headwaters. She was able to speak Aquan, which she called the language of her husband. King Neptis The courtesy of Neptis’s hall is somewhat lessened of late. With very little ground to stand on except for narrow tunnels that filled up with water, we were doomed from the start. The king was accompanied by four smaller torrents of water that were fast and unrelenting, zipping from one end of the cave to the other. Sweet Prints could not escape their overwhelming grasp. Jet is not sure if Prints drowned or was ripped apart first, but it was a horrifying scene. As we made our escape, I commanded the king to show mercy, and in response, the filthy, corrupted water peeled back and revealed the true face of Neptis, who pleaded to be saved. Surveying in the forest near the naiads: On top of the previously surveyed: winged creatures like bats and griffins, boar, elk, crocuta, two-legged insectoids, arachnids, and a "ginormous" bull, small indications of humanoids have been found. They seem to be dwarf or halfling in size, judging by the tracks, and live somewhere more north. [[Category: Expedition Reports]] 52d65e81afef380bb3ec0c8df996c2cdb6fc9c9c Wolfram 0 91 284 182 2023-05-05T09:55:48Z TimorSol 2 wikitext text/x-wiki The metal can form in places where there are constant lightning strikes. [[Category: Crafting]] b22855ee7450dc80b944907f63f3dee5dfffd061 286 284 2023-05-05T10:07:17Z TimorSol 2 wikitext text/x-wiki A strange and rare metal, much-debated: alchemists refer to it as tungsten or scheelite, while priests call it halo-iron or luminous steel. Regardless, wolfram is highly conductive of light, and is closely connected to the cycles of night and day. It can be found in places where lightning continuously strikes. [[Category: Crafting]] bb361b8e0aa5cb3657d60ed2b04b85b8cc2efbdc Orichalcum 0 147 285 2023-05-05T10:06:23Z TimorSol 2 Created page with "Also called Atlantean iron or seasteel, orichalcum is mined from deep ocean caverns, where light has not shined in thousands of years. It’s prized by aquatic rulers of all kinds, and famously worn by storm giant prophet-kings. [[Category: Crafting]]" wikitext text/x-wiki Also called Atlantean iron or seasteel, orichalcum is mined from deep ocean caverns, where light has not shined in thousands of years. It’s prized by aquatic rulers of all kinds, and famously worn by storm giant prophet-kings. [[Category: Crafting]] 55326aac5c14f96db814884967e59684a1800fe0 Ignan brass 0 148 287 2023-05-05T10:08:31Z TimorSol 2 Created page with "Forged in the conflagratory smithies of the Elemental Plane of Fire, Ignan brass is eternally hot to the touch, and always glimmers a brilliant red-yellow. On the material plane, it’s also sometimes called king’s metal or sunsteel. Can be found in places, where the Plane of Fire bleeds into the Material Plane. [[Category: Crafting]]" wikitext text/x-wiki Forged in the conflagratory smithies of the Elemental Plane of Fire, Ignan brass is eternally hot to the touch, and always glimmers a brilliant red-yellow. On the material plane, it’s also sometimes called king’s metal or sunsteel. Can be found in places, where the Plane of Fire bleeds into the Material Plane. [[Category: Crafting]] 2b415aaa95d25961caacba807f04b3150c7d08dc Sunken ice 0 149 288 2023-05-05T10:09:20Z TimorSol 2 Created page with "At the existential fringes, the Elemental Plane of Water turns bitter cold, and freezes solid. It is here that sunken ice can be chipped away, sliver by sliver, until it can be warmed and molded into something new. On the material planes, it is sometimes called farfrost or brumal crystal, and is believed to be an ill omen. Found in places where the Plane of Water bleeds into coldest parts of the Material Plane. [[Category: Crafting]]" wikitext text/x-wiki At the existential fringes, the Elemental Plane of Water turns bitter cold, and freezes solid. It is here that sunken ice can be chipped away, sliver by sliver, until it can be warmed and molded into something new. On the material planes, it is sometimes called farfrost or brumal crystal, and is believed to be an ill omen. Found in places where the Plane of Water bleeds into coldest parts of the Material Plane. [[Category: Crafting]] 042a2f049fae4c91c25deded184852956aa8bd19 Seraphite 0 150 289 2023-05-05T10:10:22Z TimorSol 2 Created page with "Sometimes known as angelic bronze or heavensteel, Seraphite is the metal forged by the upper planes. It is bright and pure, and cannot be made into alloys or composites of any kind. When gods bestow weapons, they are crafted from Seraphite. Seraphite comes in ready forms of weapons or armor. [[Category: Crafting]]" wikitext text/x-wiki Sometimes known as angelic bronze or heavensteel, Seraphite is the metal forged by the upper planes. It is bright and pure, and cannot be made into alloys or composites of any kind. When gods bestow weapons, they are crafted from Seraphite. Seraphite comes in ready forms of weapons or armor. [[Category: Crafting]] 9a0360f3a7ca813292635e08b0b9330c368d7818 Aurochs 0 151 290 2023-05-05T10:11:41Z TimorSol 2 Created page with "Aurochs are massive, muscular cattle standing up to 6 feet tall at the shoulder with long, curved horns extending from their broad heads. They have shaggy, dark fur and powerful legs that allow them to move through rough terrain with ease. These fierce animals are known for their aggressive nature, often attacking anything that threatens their herd. Aurochs are typically found in grassy or forested areas and are commonly hunted for their meat, hides, and horns. In combat..." wikitext text/x-wiki Aurochs are massive, muscular cattle standing up to 6 feet tall at the shoulder with long, curved horns extending from their broad heads. They have shaggy, dark fur and powerful legs that allow them to move through rough terrain with ease. These fierce animals are known for their aggressive nature, often attacking anything that threatens their herd. Aurochs are typically found in grassy or forested areas and are commonly hunted for their meat, hides, and horns. In combat, they use their massive size and strength to charge their enemies and gore them with their sharp horns. A herd of these is sometimes seen near [[The Open Fields]]. [[Category: Animals]] 19df59d8af4771026e65084db6b8f833a98d0f2b 291 290 2023-05-05T10:12:20Z TimorSol 2 wikitext text/x-wiki Aurochs are massive, muscular cattle standing up to 6 feet tall at the shoulder with long, curved horns extending from their broad heads. They have shaggy, dark fur and powerful legs that allow them to move through rough terrain with ease. These fierce animals are known for their aggressive nature, often attacking anything that threatens their herd. Aurochs are typically found in grassy or forested areas and are commonly hunted for their meat, hides, and horns. In combat, they use their massive size and strength to charge their enemies and gore them with their sharp horns. A herd of these is sometimes seen near [[The Open Fields]]. [[Category: Monsters]] cffd85e4d7c61c774411833bae8c40b5c3d7ca0e Purpur's Headwater 0 89 292 180 2023-05-05T10:41:36Z TimorSol 2 wikitext text/x-wiki A heap of rocks, seemingly put there at random, are in fact a set of Earth elementals of some sorts that are responsible for building up pressure in this particular river. The headwater is just west from the [[River Arch]]. There is a specific elemental called [[Purpur]] that is willing to talk and share his information with characters for a payment in interesting rocks, especially those mentioned in [[Expedition Report 17]]. [[Category: Locations]] 703689f7121e34d539826beef90b2a2d301e0849 Deinonychus 0 152 294 2023-05-05T11:10:32Z TimorSol 2 Created page with "Deinonychus are large, carnivorous dinosaurs that stands about 10 feet tall and are covered in sleek feathers. With sharp claws on its hind legs, they are deadly hunter and are known to take down prey much larger than itself. Its intelligence and pack hunting instincts make them a formidable opponent in the wild. Deinonychus are commonly found in tropical and subtropical environments, and are often encountered in the wild by adventurers seeking adventure or hunting for r..." wikitext text/x-wiki Deinonychus are large, carnivorous dinosaurs that stands about 10 feet tall and are covered in sleek feathers. With sharp claws on its hind legs, they are deadly hunter and are known to take down prey much larger than itself. Its intelligence and pack hunting instincts make them a formidable opponent in the wild. Deinonychus are commonly found in tropical and subtropical environments, and are often encountered in the wild by adventurers seeking adventure or hunting for rare trophies. 5c0643fdbe1629f748c51754a4576514dbd27f19 295 294 2023-05-05T11:10:45Z TimorSol 2 wikitext text/x-wiki Deinonychus are large, carnivorous dinosaurs that stands about 10 feet tall and are covered in sleek feathers. With sharp claws on its hind legs, they are deadly hunter and are known to take down prey much larger than itself. Its intelligence and pack hunting instincts make them a formidable opponent in the wild. Deinonychus are commonly found in tropical and subtropical environments, and are often encountered in the wild by adventurers seeking adventure or hunting for rare trophies. [[Category: Monster]] 84e275cef811134621d171f01d48e0f61c3443c2 296 295 2023-05-05T11:10:53Z TimorSol 2 wikitext text/x-wiki Deinonychus are large, carnivorous dinosaurs that stands about 10 feet tall and are covered in sleek feathers. With sharp claws on its hind legs, they are deadly hunter and are known to take down prey much larger than itself. Its intelligence and pack hunting instincts make them a formidable opponent in the wild. Deinonychus are commonly found in tropical and subtropical environments, and are often encountered in the wild by adventurers seeking adventure or hunting for rare trophies. [[Category: Monsters]] 707afce9d0c6fced1fd5301301b1d04f94819bc8 Glimmerhold 0 153 297 2023-05-05T11:23:18Z TimorSol 2 Created page with "==== Crystal Forest ==== The Crystal Forest stands tall and imposing, with its trees reaching high into the sky, their trunks gleaming like polished quartz. As one traverses the forest, the ground crunches underfoot, and the air carries the scent of fresh pine mixed with a metallic tang. The sound of a faint, almost musical humming emanates from the trees themselves, as if they are alive and singing to the world around them. Gazing upwards, one can see the sunlight fil..." wikitext text/x-wiki ==== Crystal Forest ==== The Crystal Forest stands tall and imposing, with its trees reaching high into the sky, their trunks gleaming like polished quartz. As one traverses the forest, the ground crunches underfoot, and the air carries the scent of fresh pine mixed with a metallic tang. The sound of a faint, almost musical humming emanates from the trees themselves, as if they are alive and singing to the world around them. Gazing upwards, one can see the sunlight filtering through the crystal leaves, casting a dazzling array of colors on the forest floor. The branches of the trees interlace with one another, creating a canopy that blocks out the harsh sunlight from above. Some of the trees have roots that delve deep into the earth, disappearing into the cavern below. Despite its unnatural appearance, the Crystal Forest exudes a sense of antiquity and wildness. The trees are gargantuan and appear to have grown undisturbed for centuries, with their crystal bark and leaves forming a self-sustaining ecosystem that requires no external sources of water or light. ==== Glimmerhold ==== The Glimmerhold is a weathered fortress perched on the cavern wall. It stands guard over the passage to Oasis, the world above. The walls of the cavern are lined with crystalline roots that gleam in the light of the sun, shining like embers throughout the fortress. Once, the stronghold was manned by magical automatons, but they have long since fallen silent, and the fortress is now in ruins. A magnificent waterfall cascades from the cavern's ceiling, feeding a river that acts as a natural barrier around the fortress. At the base of the waterfall sits a massive waterwheel that can be engaged to power the stronghold. And on one section of the cavern wall, a vertical farm has been built, creating a source of fresh food for the fortress's occupants. Glimmerhold is the base-town for the PF2e game of Oasis. 8aa3bdd6c85bf71501bdec8590c1a5bd6c715e84 Eternal Clouds 0 154 298 2023-05-05T11:26:46Z TimorSol 2 Created page with "High above the mountain range that sits at the heart of Oasis, there is a strange and wondrous sight to behold - an unending formation of clouds that seem to defy the natural order of the world. These eternal clouds never dissipate or drift away, but instead hover in place, cloaking the mountaintops in a shroud of mystery. The clouds shift and swirl in an ever-changing dance, their shapes morphing and changing like a living creature. Sometimes they form massive towers t..." wikitext text/x-wiki High above the mountain range that sits at the heart of Oasis, there is a strange and wondrous sight to behold - an unending formation of clouds that seem to defy the natural order of the world. These eternal clouds never dissipate or drift away, but instead hover in place, cloaking the mountaintops in a shroud of mystery. The clouds shift and swirl in an ever-changing dance, their shapes morphing and changing like a living creature. Sometimes they form massive towers that reach up into the sky, while other times they twist and twirl like serpents writhing in the air. The clouds are not just a beautiful sight, however. They have a palpable energy that can be felt even from miles away. [[Category: Lore]] [[Category: Locations]] 8d2427c88467b0bd1928c65f44cf2e7affdb58ea Shadow 0 155 299 2023-05-05T11:27:34Z TimorSol 2 Created page with "Shadows are drawn to living creatures, seeking to drain the life force from their victims. They are able to meld into any area of darkness, moving silently and swiftly to ambush their prey. Their touch is cold and draining, sapping the strength and vitality of those unfortunate enough to come into contact with them. [[Category: Monsters]]" wikitext text/x-wiki Shadows are drawn to living creatures, seeking to drain the life force from their victims. They are able to meld into any area of darkness, moving silently and swiftly to ambush their prey. Their touch is cold and draining, sapping the strength and vitality of those unfortunate enough to come into contact with them. [[Category: Monsters]] cf39db8c169e5556c832a008d4b2357b80ccff3b Lycanthropes 0 69 300 149 2023-05-05T13:26:57Z TimorSol 2 wikitext text/x-wiki Lycanthropes were shapechangers with at least two forms, that of a humanoid and that of a particular kind of animal. In humanoid form, they appeared no different than a typical specimen of that type and their natural life expectancy was the same. Lycanthropes could disguise themselves somewhat through their shape-shifting abilities, either taking on a form almost identical to a humanoid but with subtle details revealing their true nature such as pointed teeth or long fingernails. Similarly, lycanthropes could assume an animal form, which would be a perfect disguise except for the unusual spark of intelligence in their eyes that sometimes gave them away. Some lycanthropes could also take on an intermediate "hybrid form", superficially resembling their humanoid form but with the head of the specific animal whose shape they could also take. <br> <br> The lycantrhopes of Oasis are supposedly working together, and planning/plotting in a cohesive manner, respecting orders and even writing them down in some sort of unique language. First encountered in the [[Old Cemetery]]. A [[Gnoll]] captured by one of the parties mentioned a Lycan Camp somewhere west of Proto, adding that they are at eternal war with the Harpies and "mutants". [[Category: Lore]] [[Category: Monsters]] 9bee64bb2186b0098de01bc444f8caa6d3f75844 Expedition Report 19 0 146 301 281 2023-05-05T13:47:46Z TimorSol 2 wikitext text/x-wiki ==== Report by E.L. ==== (originally written in cypher, some portions redacted for this posting) L- “Find a better patron, one who actually lets you do things.” I’m paraphrasing, I suppose, but I’ve been thinking about that a lot in the last few days. And no, I’m not revisiting those old discussions that Gran had with us. But the helplessness, L, the utter uselessness I felt. And I know it’s you. I know you didn’t get to choose, and I know Gran didn’t get to choose, and her father, and his Gran and so on, and so on, but why give the rest of the family the taste but not the true power? What’s the point of the taste? I went out again. Another expedition. It feels odd to recount it now, but I guess that’s why I’m here. So here goes. Another expedition. This time it was to try and figure out why some fey creature ([[Naiad|naiad]] queen, from all I could tell and was told) had lost her husband to some corruption. A mystery found by a previous expedition, and here we were trying to pursue some leads. And why me? How was I included when the rest of the party was so much more experienced and capable? Just for the body? The numbers? And of course, I went. Fat lot of good that did, didn’t it? This time new companions. A brief overview: K____ D________ - dwarven druid. Some beast shaping, though not as advanced as V____, from what I could tell. Strong, or at least strong enough to carry us while flying when the rest of us needed to be lifted in the air. Definitely something I couldn’t quite put my finger on, but maybe that’s just the nature of dwarfs. D____ - had a title, but couldn’t quite determine if it was legitimate or self-given. The utterer of the phrase that starts this letter. I saw a lot in him of you L. Had a familiar of some power and skill, fire magic, and some other gifts from afar, a clear shine of potential and desire. Vanished for some time into a ‘ring’ he carried. Anything from that sound familiar? A__ - newcomer to the island, a flighted bird who I really couldn’t tell much about other than they appeared to be a capable warrior. What was the part of W____ where they were supposed to be most populous? Could have been from there? I’ll ask next time I can. S____ D____ - joined us late in the expedition, but the same as from my last excursion. I don’t believe their personal automaton is fully sentient. Or at least, is restricted in some way from total freedom. At any rate, that version of the automaton is destroyed and ripped apart. Prints - who didn’t return. More about that later. We exited P___ in much the same way as last time, upstream towards the lake. I attempted to get a better sense of the bestial enchantment but failed. Perhaps an omen I ignored. We did discover that two of the creatures of the lake appear to be permanent residents, and in good favor with the [[Ulorian, the River King|‘king’ of the lake]]. This person called himself U_______, among other names and titles with which he seems to prefer to be called. I figured you might be able to talk to B___ over at the C___ S___ and see if that is a name that has popped up in history before. The others (through a conversation that I could take no part in) discovered that the ‘other’ king… the one we were supposed to help, was most likely a [[Water Elemental|water elemental]]. A useful bit of information that… (page missing) …and it turned out to be the same elk! The one with the taste for butterscotch! Surreal, but it seems it pays to curry favors with the local fauna. A lesson I’ll take to heart. Or try to anyhow. We did reach the headwaters, and after disturbing a few [[Gas Spore|strange plant creatures]] (that exploded into gas after some sharpshooting by Prints and the others) wandered into the cave of the water elemental king. Well. Here we come to the point I was getting to. A disaster from the off. Dead-end tunnels, rising waters, [[Whelmer|creatures that could slide through water]] and not be harmed. You told me to stay alive, so… that’s what I did. I’m not a coward, L, but I was scared. I would have hated to die there, drowned in water, nothing accomplished, nothing learned, nothing gained from this trip here. But I didn’t die, I left, I escaped. Just a taste, that’s all I have, and when those companions needed my help what could I do? And I knew it? The instant I stepped in that cave, I should have ran out, told them to run out, say “this is an early death”, but I didn’t. And all I could do was throw some stones and do some cut-rate charlatan’s street tricks. What a useless…. And it was Prints who paid the price. Who didn’t come out of the cave, whose equipment washed out of the waterfall, and we fished it out like the failures we…. I was. I talked to him quite a lot on the trek. A wood elf, from Lyregorn (spelling?) which you may recognize. At one point he was trained and part of what seemed a military scouting group. He used the old word for the continent (Gwessar! - some old school lessons still in that dull brain of mine). I don’t know if that would be enough for you to track down, but I expect there are probably family… close or distant… who would want to know that Prints is gone. Under a different delivery, I hope to send a portrait of Prints from one of the locals, and one of his weapons, a seax of some quality. Hopefully, that may help in the search. A good man, a good scout… he was good at his job. And Oasis chewed him up and spit him out. I liked him, and I could have learned a lot from him. But all I have is a taste. I need more, L, and I don’t know if I’ll get it. I’ll do my best, but this place seems a horrible place to die. You said never come back… but this isn’t what you meant. There are some [[Floating Rocks|floating rocks]] here, which I attempted to research in case it is the home of _______ _________ ___________ __________ _______________. I think it unlikely, but without a closer look (maybe I can make a deal with A___ or D___ for some sort of fly-by), it could be the place where it sits. In the air it could spin freely - as you think it must. And there are [[Mountain Range|mountains]] in the west, so if it still holds its ____ then maybe it _______ ____ there. But truly, if it is here… or a piece, a part… then my guess it sits in a vault. And spins, and reaches out still, to us… to our family. Maybe if I get close enough I’ll have more than a taste. I think, just at the edge of my understanding, slightly more is in my reach. It’s like a slight buzz when I reach out mentally, as though I can ‘almost’ hear the person back. A different captain, a different boat, and if you’ve got this far, you can see I’ve added to the cipher. It will be confusing if the letters arrive out of order, but I’m sure you’ll manage. Always much love, your brother, Summary: New locations: none New NPCs: -[[Donnypus]], a Giant Elk, -[[Neptis]], the corrupted water elemental; -(Also conversed with Ulorian -and [[Salem]] and [[Hunter]]) -(also conversed with the Naiad queen) Encountered: -Donnypus (but avoided combat) -[[Phase Spider|Phase spiders]] (2 of them) -Exploding poisonous plants that looked something like beholders -Waterwhelms -Water Elemental Important Events: -Conversed with Donnypus and vaguely convinced him of visiting (and helping?) Proto -Combat with the Water Elemental and his minions in what was a lair of great danger. -Loss of the scout Prints. ==== Report by Dante ==== I’m not quite sure what hurts more. Rorin’s death was a surprise. I found out when he didn’t return home. I never had a chance to save him, which stung—if only I had been there… With Prints, I was there. And despite all of our attempts, we failed him, and that burns hotter than the Breath of the Sultan. [[Fey Lake]] We discovered that [[Hunter]] the Fox and [[Salem]] the Black Cat are two favorites of [[Ulorian, the River King|Ulorian]]. Salem requested a ball of string, but he settled for some freshly shorn wool to play with. In return, he summoned Ulorian who told us a little more about King [[Neptis]], the water elemental. Hunter privately asked us to find a naiad who might consent to “visiting” the lake. It seems Ulorian is rather lonely, and because he’s lonely, he doesn’t like the animals having “fun” in his lake. So, if we can save the corrupted Neptis for the [[Naiad|naiads]], we might be able to solve two problems. Donypus We spotted [[Donypus]] the Giant Elk in the distance, and when I tried to message him, he decided to charge at us to say hello. I really wanted to make sure we became friends, so I made a very strong “suggestion” when he got close enough. We fed him a butterscotch flavored goodberry and gave him directions to Proto. We mentioned we might ask him to carry some heavy stuff for us, and in return, we would feed him as much butterscotch flavored grass as he wants. Naiad Queen We introduced ourselves to the queen and she confirmed she would grant us a favor in exchange for freeing her husband from the headwaters. She was able to speak Aquan, which she called the language of her husband. King Neptis The courtesy of Neptis’s hall is somewhat lessened of late. With very little ground to stand on except for narrow tunnels that filled up with water, we were doomed from the start. The king was accompanied by four smaller torrents of water that were fast and unrelenting, zipping from one end of the cave to the other. Sweet Prints could not escape their overwhelming grasp. Jet is not sure if Prints drowned or was ripped apart first, but it was a horrifying scene. As we made our escape, I commanded the king to show mercy, and in response, the filthy, corrupted water peeled back and revealed the true face of Neptis, who pleaded to be saved. Surveying in the forest near the naiads: On top of the previously surveyed: winged creatures like bats and griffins, boar, elk, crocuta, two-legged insectoids, arachnids, and a "ginormous" bull, small indications of humanoids have been found. They seem to be dwarf or halfling in size, judging by the tracks, and live somewhere more north. [[Category: Expedition Reports]] 79873ceafecd003101e59b5593174206d5fd5e1d 308 301 2023-05-05T14:42:07Z TimorSol 2 wikitext text/x-wiki ==== Report by E.L. ==== (originally written in cypher, some portions redacted for this posting) L- “Find a better patron, one who actually lets you do things.” I’m paraphrasing, I suppose, but I’ve been thinking about that a lot in the last few days. And no, I’m not revisiting those old discussions that Gran had with us. But the helplessness, L, the utter uselessness I felt. And I know it’s you. I know you didn’t get to choose, and I know Gran didn’t get to choose, and her father, and his Gran and so on, and so on, but why give the rest of the family the taste but not the true power? What’s the point of the taste? I went out again. Another expedition. It feels odd to recount it now, but I guess that’s why I’m here. So here goes. Another expedition. This time it was to try and figure out why some fey creature ([[Naiad|naiad]] queen, from all I could tell and was told) had lost her husband to some corruption. A mystery found by a previous expedition, and here we were trying to pursue some leads. And why me? How was I included when the rest of the party was so much more experienced and capable? Just for the body? The numbers? And of course, I went. Fat lot of good that did, didn’t it? This time new companions. A brief overview: K____ D________ - dwarven druid. Some beast shaping, though not as advanced as V____, from what I could tell. Strong, or at least strong enough to carry us while flying when the rest of us needed to be lifted in the air. Definitely something I couldn’t quite put my finger on, but maybe that’s just the nature of dwarfs. D____ - had a title, but couldn’t quite determine if it was legitimate or self-given. The utterer of the phrase that starts this letter. I saw a lot in him of you L. Had a familiar of some power and skill, fire magic, and some other gifts from afar, a clear shine of potential and desire. Vanished for some time into a ‘ring’ he carried. Anything from that sound familiar? A__ - newcomer to the island, a flighted bird who I really couldn’t tell much about other than they appeared to be a capable warrior. What was the part of W____ where they were supposed to be most populous? Could have been from there? I’ll ask next time I can. S____ D____ - joined us late in the expedition, but the same as from my last excursion. I don’t believe their personal automaton is fully sentient. Or at least, is restricted in some way from total freedom. At any rate, that version of the automaton is destroyed and ripped apart. Prints - who didn’t return. More about that later. We exited P___ in much the same way as last time, upstream towards the lake. I attempted to get a better sense of the bestial enchantment but failed. Perhaps an omen I ignored. We did discover that two of the creatures of the lake appear to be permanent residents, and in good favor with the [[Ulorian, the River King|‘king’ of the lake]]. This person called himself U_______, among other names and titles with which he seems to prefer to be called. I figured you might be able to talk to B___ over at the C___ S___ and see if that is a name that has popped up in history before. The others (through a conversation that I could take no part in) discovered that the ‘other’ king… the one we were supposed to help, was most likely a [[Water Elemental|water elemental]]. A useful bit of information that… (page missing) …and it turned out to be the same elk! The one with the taste for butterscotch! Surreal, but it seems it pays to curry favors with the local fauna. A lesson I’ll take to heart. Or try to anyhow. We did reach the headwaters, and after disturbing a few [[Gas Spore|strange plant creatures]] (that exploded into gas after some sharpshooting by Prints and the others) wandered into the cave of the water elemental king. Well. Here we come to the point I was getting to. A disaster from the off. Dead-end tunnels, rising waters, [[Whelmer|creatures that could slide through water]] and not be harmed. You told me to stay alive, so… that’s what I did. I’m not a coward, L, but I was scared. I would have hated to die there, drowned in water, nothing accomplished, nothing learned, nothing gained from this trip here. But I didn’t die, I left, I escaped. Just a taste, that’s all I have, and when those companions needed my help what could I do? And I knew it? The instant I stepped in that cave, I should have ran out, told them to run out, say “this is an early death”, but I didn’t. And all I could do was throw some stones and do some cut-rate charlatan’s street tricks. What a useless…. And it was Prints who paid the price. Who didn’t come out of the cave, whose equipment washed out of the waterfall, and we fished it out like the failures we…. I was. I talked to him quite a lot on the trek. A wood elf, from Lyregorn (spelling?) which you may recognize. At one point he was trained and part of what seemed a military scouting group. He used the old word for the continent (Gwessar! - some old school lessons still in that dull brain of mine). I don’t know if that would be enough for you to track down, but I expect there are probably family… close or distant… who would want to know that Prints is gone. Under a different delivery, I hope to send a portrait of Prints from one of the locals, and one of his weapons, a seax of some quality. Hopefully, that may help in the search. A good man, a good scout… he was good at his job. And Oasis chewed him up and spit him out. I liked him, and I could have learned a lot from him. But all I have is a taste. I need more, L, and I don’t know if I’ll get it. I’ll do my best, but this place seems a horrible place to die. You said never come back… but this isn’t what you meant. There are some [[Floating Rocks|floating rocks]] here, which I attempted to research in case it is the home of _______ _________ ___________ __________ _______________. I think it unlikely, but without a closer look (maybe I can make a deal with A___ or D___ for some sort of fly-by), it could be the place where it sits. In the air it could spin freely - as you think it must. And there are [[Mountain Range|mountains]] in the west, so if it still holds its ____ then maybe it _______ ____ there. But truly, if it is here… or a piece, a part… then my guess it sits in a vault. And spins, and reaches out still, to us… to our family. Maybe if I get close enough I’ll have more than a taste. I think, just at the edge of my understanding, slightly more is in my reach. It’s like a slight buzz when I reach out mentally, as though I can ‘almost’ hear the person back. A different captain, a different boat, and if you’ve got this far, you can see I’ve added to the cipher. It will be confusing if the letters arrive out of order, but I’m sure you’ll manage. Always much love, your brother, Summary: New locations: none New NPCs: * -[[Donnypus]], a Giant Elk, * -[[Neptis]], the corrupted water elemental; * -(Also conversed with Ulorian -and [[Salem]] and [[Hunter]]) * -(also conversed with the Naiad queen) * Encountered: * -Donnypus (but avoided combat) * -[[Phase Spider|Phase spiders]] (2 of them) * -Exploding poisonous plants that looked something like beholders * -Waterwhelms * -Water Elemental Important Events: -Conversed with Donnypus and vaguely convinced him of visiting (and helping?) Proto -Combat with the Water Elemental and his minions in what was a lair of great danger. -Loss of the scout Prints. ==== Report by Dante ==== I’m not quite sure what hurts more. Rorin’s death was a surprise. I found out when he didn’t return home. I never had a chance to save him, which stung—if only I had been there… With Prints, I was there. And despite all of our attempts, we failed him, and that burns hotter than the Breath of the Sultan. [[Fey Lake]] We discovered that [[Hunter]] the Fox and [[Salem]] the Black Cat are two favorites of [[Ulorian, the River King|Ulorian]]. Salem requested a ball of string, but he settled for some freshly shorn wool to play with. In return, he summoned Ulorian who told us a little more about King [[Neptis]], the water elemental. Hunter privately asked us to find a naiad who might consent to “visiting” the lake. It seems Ulorian is rather lonely, and because he’s lonely, he doesn’t like the animals having “fun” in his lake. So, if we can save the corrupted Neptis for the [[Naiad|naiads]], we might be able to solve two problems. Donypus We spotted [[Donypus]] the Giant Elk in the distance, and when I tried to message him, he decided to charge at us to say hello. I really wanted to make sure we became friends, so I made a very strong “suggestion” when he got close enough. We fed him a butterscotch flavored goodberry and gave him directions to Proto. We mentioned we might ask him to carry some heavy stuff for us, and in return, we would feed him as much butterscotch flavored grass as he wants. Naiad Queen We introduced ourselves to the queen and she confirmed she would grant us a favor in exchange for freeing her husband from the headwaters. She was able to speak Aquan, which she called the language of her husband. King Neptis The courtesy of Neptis’s hall is somewhat lessened of late. With very little ground to stand on except for narrow tunnels that filled up with water, we were doomed from the start. The king was accompanied by four smaller torrents of water that were fast and unrelenting, zipping from one end of the cave to the other. Sweet Prints could not escape their overwhelming grasp. Jet is not sure if Prints drowned or was ripped apart first, but it was a horrifying scene. As we made our escape, I commanded the king to show mercy, and in response, the filthy, corrupted water peeled back and revealed the true face of Neptis, who pleaded to be saved. Surveying in the forest near the naiads: On top of the previously surveyed: winged creatures like bats and griffins, boar, elk, crocuta, two-legged insectoids, arachnids, and a "ginormous" bull, small indications of humanoids have been found. They seem to be dwarf or halfling in size, judging by the tracks, and live somewhere more north. [[Category: Expedition Reports]] cd565d1e32cbe0d0807e885c2621e97e7c4a773c 314 308 2023-05-05T16:36:40Z TimorSol 2 wikitext text/x-wiki ==== Report by E.L. ==== (originally written in cypher, some portions redacted for this posting) L- “Find a better patron, one who actually lets you do things.” I’m paraphrasing, I suppose, but I’ve been thinking about that a lot in the last few days. And no, I’m not revisiting those old discussions that Gran had with us. But the helplessness, L, the utter uselessness I felt. And I know it’s you. I know you didn’t get to choose, and I know Gran didn’t get to choose, and her father, and his Gran and so on, and so on, but why give the rest of the family the taste but not the true power? What’s the point of the taste? I went out again. Another expedition. It feels odd to recount it now, but I guess that’s why I’m here. So here goes. Another expedition. This time it was to try and figure out why some fey creature ([[Naiad|naiad]] queen, from all I could tell and was told) had lost her husband to some corruption. A mystery found by a previous expedition, and here we were trying to pursue some leads. And why me? How was I included when the rest of the party was so much more experienced and capable? Just for the body? The numbers? And of course, I went. Fat lot of good that did, didn’t it? This time new companions. A brief overview: K____ D________ - dwarven druid. Some beast shaping, though not as advanced as V____, from what I could tell. Strong, or at least strong enough to carry us while flying when the rest of us needed to be lifted in the air. Definitely something I couldn’t quite put my finger on, but maybe that’s just the nature of dwarfs. D____ - had a title, but couldn’t quite determine if it was legitimate or self-given. The utterer of the phrase that starts this letter. I saw a lot in him of you L. Had a familiar of some power and skill, fire magic, and some other gifts from afar, a clear shine of potential and desire. Vanished for some time into a ‘ring’ he carried. Anything from that sound familiar? A__ - newcomer to the island, a flighted bird who I really couldn’t tell much about other than they appeared to be a capable warrior. What was the part of W____ where they were supposed to be most populous? Could have been from there? I’ll ask next time I can. S____ D____ - joined us late in the expedition, but the same as from my last excursion. I don’t believe their personal automaton is fully sentient. Or at least, is restricted in some way from total freedom. At any rate, that version of the automaton is destroyed and ripped apart. Prints - who didn’t return. More about that later. We exited P___ in much the same way as last time, upstream towards the lake. I attempted to get a better sense of the bestial enchantment but failed. Perhaps an omen I ignored. We did discover that two of the creatures of the lake appear to be permanent residents, and in good favor with the [[Ulorian, the River King|‘king’ of the lake]]. This person called himself U_______, among other names and titles with which he seems to prefer to be called. I figured you might be able to talk to B___ over at the C___ S___ and see if that is a name that has popped up in history before. The others (through a conversation that I could take no part in) discovered that the ‘other’ king… the one we were supposed to help, was most likely a [[Water Elemental|water elemental]]. A useful bit of information that… (page missing) …and it turned out to be the same elk! The one with the taste for butterscotch! Surreal, but it seems it pays to curry favors with the local fauna. A lesson I’ll take to heart. Or try to anyhow. We did reach the headwaters, and after disturbing a few [[Gas Spore|strange plant creatures]] (that exploded into gas after some sharpshooting by Prints and the others) wandered into the cave of the water elemental king. Well. Here we come to the point I was getting to. A disaster from the off. Dead-end tunnels, rising waters, [[Whelmer|creatures that could slide through water]] and not be harmed. You told me to stay alive, so… that’s what I did. I’m not a coward, L, but I was scared. I would have hated to die there, drowned in water, nothing accomplished, nothing learned, nothing gained from this trip here. But I didn’t die, I left, I escaped. Just a taste, that’s all I have, and when those companions needed my help what could I do? And I knew it? The instant I stepped in that cave, I should have ran out, told them to run out, say “this is an early death”, but I didn’t. And all I could do was throw some stones and do some cut-rate charlatan’s street tricks. What a useless…. And it was Prints who paid the price. Who didn’t come out of the cave, whose equipment washed out of the waterfall, and we fished it out like the failures we…. I was. I talked to him quite a lot on the trek. A wood elf, from Lyregorn (spelling?) which you may recognize. At one point he was trained and part of what seemed a military scouting group. He used the old word for the continent (Gwessar! - some old school lessons still in that dull brain of mine). I don’t know if that would be enough for you to track down, but I expect there are probably family… close or distant… who would want to know that Prints is gone. Under a different delivery, I hope to send a portrait of Prints from one of the locals, and one of his weapons, a seax of some quality. Hopefully, that may help in the search. A good man, a good scout… he was good at his job. And Oasis chewed him up and spit him out. I liked him, and I could have learned a lot from him. But all I have is a taste. I need more, L, and I don’t know if I’ll get it. I’ll do my best, but this place seems a horrible place to die. You said never come back… but this isn’t what you meant. There are some [[Floating Rocks|floating rocks]] here, which I attempted to research in case it is the home of _______ _________ ___________ __________ _______________. I think it unlikely, but without a closer look (maybe I can make a deal with A___ or D___ for some sort of fly-by), it could be the place where it sits. In the air it could spin freely - as you think it must. And there are [[Mountain Range|mountains]] in the west, so if it still holds its ____ then maybe it _______ ____ there. But truly, if it is here… or a piece, a part… then my guess it sits in a vault. And spins, and reaches out still, to us… to our family. Maybe if I get close enough I’ll have more than a taste. I think, just at the edge of my understanding, slightly more is in my reach. It’s like a slight buzz when I reach out mentally, as though I can ‘almost’ hear the person back. A different captain, a different boat, and if you’ve got this far, you can see I’ve added to the cipher. It will be confusing if the letters arrive out of order, but I’m sure you’ll manage. Always much love, your brother, ===== Summary ===== New locations: none ===== New NPCs: ===== * -[[Donnypus]], a Giant Elk, * -[[Neptis]], the corrupted water elemental; * -(Also conversed with Ulorian -and [[Salem]] and [[Hunter]]) * -(also conversed with the Naiad queen) * ===== Encountered: ===== * -Donnypus (but avoided combat) * -[[Phase Spider|Phase spiders]] (2 of them) * -Exploding poisonous plants that looked something like beholders * -Waterwhelms * -Water Elemental ===== Important Events: ===== -Conversed with Donnypus and vaguely convinced him of visiting (and helping?) Proto -Combat with the Water Elemental and his minions in what was a lair of great danger. -Loss of the scout Prints. ==== Report by Dante ==== I’m not quite sure what hurts more. Rorin’s death was a surprise. I found out when he didn’t return home. I never had a chance to save him, which stung—if only I had been there… With Prints, I was there. And despite all of our attempts, we failed him, and that burns hotter than the Breath of the Sultan. ===== [[Fey Lake]] ===== We discovered that [[Hunter]] the Fox and [[Salem]] the Black Cat are two favorites of [[Ulorian, the River King|Ulorian]]. Salem requested a ball of string, but he settled for some freshly shorn wool to play with. In return, he summoned Ulorian who told us a little more about King [[Neptis]], the water elemental. Hunter privately asked us to find a naiad who might consent to “visiting” the lake. It seems Ulorian is rather lonely, and because he’s lonely, he doesn’t like the animals having “fun” in his lake. So, if we can save the corrupted Neptis for the [[Naiad|naiads]], we might be able to solve two problems. ===== Donypus ===== We spotted [[Donypus]] the Giant Elk in the distance, and when I tried to message him, he decided to charge at us to say hello. I really wanted to make sure we became friends, so I made a very strong “suggestion” when he got close enough. We fed him a butterscotch flavored goodberry and gave him directions to Proto. We mentioned we might ask him to carry some heavy stuff for us, and in return, we would feed him as much butterscotch flavored grass as he wants. ===== Naiad Queen ===== We introduced ourselves to the queen and she confirmed she would grant us a favor in exchange for freeing her husband from the headwaters. She was able to speak Aquan, which she called the language of her husband. King Neptis The courtesy of Neptis’s hall is somewhat lessened of late. With very little ground to stand on except for narrow tunnels that filled up with water, we were doomed from the start. The king was accompanied by four smaller torrents of water that were fast and unrelenting, zipping from one end of the cave to the other. Sweet Prints could not escape their overwhelming grasp. Jet is not sure if Prints drowned or was ripped apart first, but it was a horrifying scene. As we made our escape, I commanded the king to show mercy, and in response, the filthy, corrupted water peeled back and revealed the true face of Neptis, who pleaded to be saved. Surveying in the forest near the naiads: On top of the previously surveyed: winged creatures like bats and griffins, boar, elk, crocuta, two-legged insectoids, arachnids, and a "ginormous" bull, small indications of humanoids have been found. They seem to be dwarf or halfling in size, judging by the tracks, and live somewhere more north. [[Category: Expedition Reports]] 5ab997363f4e4adb850c101a64d427087b4cac94 Water Elemental 0 156 302 2023-05-05T13:54:12Z TimorSol 2 Created page with "A water elemental is a creature born of the elements, composed entirely of water. Its fluid body takes on the shape of a large, swirling mass, with a vaguely humanoid form. The water elemental constantly moves and changes, rippling and surging as if it were alive. The elemental is native to the Water Plane, and as such can traverse water at incredible speed (not much so outside of it). While under water, it's nearly invisible. It engulfs creatures that stand against it,..." wikitext text/x-wiki A water elemental is a creature born of the elements, composed entirely of water. Its fluid body takes on the shape of a large, swirling mass, with a vaguely humanoid form. The water elemental constantly moves and changes, rippling and surging as if it were alive. The elemental is native to the Water Plane, and as such can traverse water at incredible speed (not much so outside of it). While under water, it's nearly invisible. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame. [[Category: Monsters]] cb76db21663b28ace8b98f43ffca25ed8418e636 305 302 2023-05-05T14:12:28Z TimorSol 2 wikitext text/x-wiki As a creature born of the elements, a water elemental is a unique sight to behold. Composed entirely of water, it has no discernible facial features or limbs. Instead, its fluid body takes on the shape of a large, swirling mass that undulates and surges with a life of its own. Though the elemental has a vaguely humanoid form, it constantly moves and changes, rippling with the currents around it as if it were alive. The water elemental is native to the Water Plane, a plane of existence where the very essence of water is magnified to an incredible degree. As such, it has a natural affinity for water and can traverse it at incredible speeds, moving with effortless grace and power through even the roughest of currents. Though it loses much of this ability outside of water, it still retains a certain fluid grace in its movements. One of the most unique aspects of the water elemental is its ability to become nearly invisible while underwater. The water that makes up its body is crystal clear, allowing it to blend seamlessly into the surrounding environment. It can lie in wait for hours or even days, hidden in the water until the perfect moment to strike. When it does strike, the water elemental engulfs its target with incredible force, its body expanding to fill every available space. It can fill the lungs and mouths of creatures as easily as it smothers flame, suffocating and drowning its enemies with relentless efficiency. [[Category: Monsters]] 804eeb071f4c83fafdd79b3f06c87dea5187939f Gas Spore 0 157 303 2023-05-05T13:55:16Z TimorSol 2 Created page with "Gas Spores are spherical, grayish-white fungi that float silently in the air. Their bodies are covered in tiny, bristly spines that seem to undulate in the wind. Each spore is about the size of a large melon and emits a faint, musty odor. Despite their plant-like appearance, Gas Spores are not harmless. When threatened or disturbed, they explode in a cloud of poisonous gas that can incapacitate anyone nearby. Their explosive demise is often mistaken for a beholder, lead..." wikitext text/x-wiki Gas Spores are spherical, grayish-white fungi that float silently in the air. Their bodies are covered in tiny, bristly spines that seem to undulate in the wind. Each spore is about the size of a large melon and emits a faint, musty odor. Despite their plant-like appearance, Gas Spores are not harmless. When threatened or disturbed, they explode in a cloud of poisonous gas that can incapacitate anyone nearby. Their explosive demise is often mistaken for a beholder, leading to many unfortunate and fatal encounters. Adventurers are advised to approach Gas Spores with caution and avoid disturbing them whenever possible. If a fight does break out, ranged attacks are recommended to keep a safe distance from their deadly spore cloud. [[Category: Monsters]] cffaf58ed87135684f6e321a7b07a9ecd5245035 Whelmer 0 158 304 2023-05-05T14:10:52Z TimorSol 2 Created page with "These corrupted creatures are born out of the fouling of rivers, the result of some unknown flaw downstream. As the corruption of rivers spreads further, so do the Whelmers. Some say that these creatures are the nightmares of Water Elementals that plague the very source of life. It is believed that they can emerge from muddied waters, the culmination of a thousand nightmares of the once pure and pristine rivers. Although they are known to lurk near humanoid settlements,..." wikitext text/x-wiki These corrupted creatures are born out of the fouling of rivers, the result of some unknown flaw downstream. As the corruption of rivers spreads further, so do the Whelmers. Some say that these creatures are the nightmares of Water Elementals that plague the very source of life. It is believed that they can emerge from muddied waters, the culmination of a thousand nightmares of the once pure and pristine rivers. Although they are known to lurk near humanoid settlements, the Whelmers have been reported to be attracted to sources of magic, and even being "employed" by evil magic users. Some speculate that the magic in the air draws them in, while others believe that their creation is a result of a cursed ritual gone wrong. These corrupted creatures have evolved creating unique illusions: not only do they create visions of drowning humanoids and their corpses. Some Whelmers have been known to mimic the sounds of desperate cries for help, drawing in the unwary with a false sense of urgency. Others have been seen transforming their appearances to match that of a loved one or ally, furthering their deception. When the Whelmers strike, their movements are nothing short of terrifying. With inhuman speed and agility, they are able to close the distance between themselves and their prey with alarming ease. But while their movements are graceful, their attacks are savage and brutal. Their bodies (yes, they in fact have them!) are coated in a slimy substance that makes them difficult to grip, while their flesh is impervious to the majority of weapons. However, they have a weakness to magic, and spells that target water can be particularly effective against them. Despite their fearsome reputation, the Whelmers are not intelligent creatures. They rely on their instincts and illusions to survive, making them easy to deceive with a clever ruse or distraction. [[Category: Monsters]] 65680c1599c3b4eef0355a6de0f77fafa99f3d63 Ulorian, the River King 0 35 306 95 2023-05-05T14:33:48Z TimorSol 2 wikitext text/x-wiki This powerfully-muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand. He goes by the name of Ulorian the River King, though it is just one of his titles. He does seem to have a quick temper and is seemingly confused by the party members not recognizing him and not knowing where they are. He resides at the [[Fey Lake]]. [[Category: NPC]] 57a7fc780be2e9711321a4ed4198e156ef44cc5b Faerzress Crystals 0 159 307 2023-05-05T14:40:14Z TimorSol 2 Created page with "Faerzress Crystals found in the [[Standing Rock Headwaters]] have been tainted by evil forces. Areas suffused with them are always filled with a dim light, making them seem eerie and unsettling to most creatures. Those who find themselves in a faerzress-suffused area find themselves secure from most divination spells, as the chaotic energy of the crystals interferes with such magic. Additionally, any attempt to teleport into, within, or out of the area with magic can en..." wikitext text/x-wiki Faerzress Crystals found in the [[Standing Rock Headwaters]] have been tainted by evil forces. Areas suffused with them are always filled with a dim light, making them seem eerie and unsettling to most creatures. Those who find themselves in a faerzress-suffused area find themselves secure from most divination spells, as the chaotic energy of the crystals interferes with such magic. Additionally, any attempt to teleport into, within, or out of the area with magic can end in a potential failure, resulting in the crystals emanating force towards the caster and disabling the spell. It is said that anyone who spends more than eight hours within a faerzress-suffused area risks succumbing to madness. The chaotic energy of the crystals can be overwhelming to the mind, causing those who linger too long to lose touch with reality. The crystals are native to underdark and underground tunnels. [[Category: Lore]] e4ef8ac9a0d8ebc184f82a391519e144546174cd Neptis 0 160 309 2023-05-05T14:43:15Z TimorSol 2 Created page with "Said to be the husband of the [[Naiad]] Queen, Neptis is a [[Water Elemental]]. [[Category: NPC]]" wikitext text/x-wiki Said to be the husband of the [[Naiad]] Queen, Neptis is a [[Water Elemental]]. [[Category: NPC]] 557aa2f5fa2797c01e837ddf9bd454f3a4c0a512 Donypus 0 161 310 2023-05-05T14:46:27Z TimorSol 2 Created page with "Donypus is an ancient Giant Elk, a majestic creature with a towering height and impressive antlers. Despite its age, Donypus still exudes an aura of wisdom and vitality. Its coat is a deep brown, with splashes of gray around the muzzle and eyes, evidence of its advanced age. Donypus has developed a particular liking for butterscotch, and is always on the lookout for someone willing to share some of the sweet treat with him. Despite being a powerful and imposing figure,..." wikitext text/x-wiki Donypus is an ancient Giant Elk, a majestic creature with a towering height and impressive antlers. Despite its age, Donypus still exudes an aura of wisdom and vitality. Its coat is a deep brown, with splashes of gray around the muzzle and eyes, evidence of its advanced age. Donypus has developed a particular liking for butterscotch, and is always on the lookout for someone willing to share some of the sweet treat with him. Despite being a powerful and imposing figure, the creature has a gentle and inquisitive nature, especially when it comes to humans. Donypus is curious about the human world and often observes them from a distance. It is fascinated by their culture, their ways of life, and their many stories. It is not uncommon for the old elk to venture closer to human settlements in order to satisfy its curiosity. Despite its interest in humans, Donypus is a creature of the wild, and has a deep reverence for nature. [[Category: NPC Animals]] 19a3fa4deb02c14e507bd595c4e42f86a0cf0083 315 310 2023-05-05T16:38:03Z TimorSol 2 TimorSol moved page [[Donnypus]] to [[Donypus]]: Spelling wikitext text/x-wiki Donypus is an ancient Giant Elk, a majestic creature with a towering height and impressive antlers. Despite its age, Donypus still exudes an aura of wisdom and vitality. Its coat is a deep brown, with splashes of gray around the muzzle and eyes, evidence of its advanced age. Donypus has developed a particular liking for butterscotch, and is always on the lookout for someone willing to share some of the sweet treat with him. Despite being a powerful and imposing figure, the creature has a gentle and inquisitive nature, especially when it comes to humans. Donypus is curious about the human world and often observes them from a distance. It is fascinated by their culture, their ways of life, and their many stories. It is not uncommon for the old elk to venture closer to human settlements in order to satisfy its curiosity. Despite its interest in humans, Donypus is a creature of the wild, and has a deep reverence for nature. [[Category: NPC Animals]] 19a3fa4deb02c14e507bd595c4e42f86a0cf0083 Salem 0 162 311 2023-05-05T14:51:10Z TimorSol 2 Created page with "Salem is a sleek black cat with piercing green eyes. Her fur is soft and shiny, and she moves with a graceful fluidity that suggests a feline of noble birth. Salem is the beloved pet of a powerful [[Ulorian, the River King|Fey Water Lord]], who dotes on her every whim. Despite her regal demeanor, Salem has a playful streak and enjoys pouncing on leaves and chasing butterflies. [[Category: NPC Animals]]" wikitext text/x-wiki Salem is a sleek black cat with piercing green eyes. Her fur is soft and shiny, and she moves with a graceful fluidity that suggests a feline of noble birth. Salem is the beloved pet of a powerful [[Ulorian, the River King|Fey Water Lord]], who dotes on her every whim. Despite her regal demeanor, Salem has a playful streak and enjoys pouncing on leaves and chasing butterflies. [[Category: NPC Animals]] 925c5369bfdf858e6380bd514fb46eeb2e67138e Hunter 0 163 312 2023-05-05T14:55:37Z TimorSol 2 Created page with "Hunter is a sleek and handsome fox, with soft fur the color of rich mahogany. His eyes are a piercing amber, almost seeming to glow in the right light. Hunter moves with a grace and confidence that speaks of his years of experience in the wild. His demeanor is stoic and reserved, but he is fiercely loyal to his companion [[Salem]] and the [[Ulorian, the River King|Fey Water Lord]]. [[Category: NPC Animals]]" wikitext text/x-wiki Hunter is a sleek and handsome fox, with soft fur the color of rich mahogany. His eyes are a piercing amber, almost seeming to glow in the right light. Hunter moves with a grace and confidence that speaks of his years of experience in the wild. His demeanor is stoic and reserved, but he is fiercely loyal to his companion [[Salem]] and the [[Ulorian, the River King|Fey Water Lord]]. [[Category: NPC Animals]] ae480337720e712814d1fc58b4cb652d48b54e89 Phase Spider 0 164 313 2023-05-05T14:57:08Z TimorSol 2 Created page with "Phase spiders are otherworldly creatures that exist in multiple dimensions at once. Their long, spindly legs and slender bodies are covered in iridescent hairs that shimmer in the light, making them difficult to spot until it's too late. Their most striking feature is the spider's ability to shift in and out of the Ethereal Plane, allowing them to surprise their prey by phasing in and out of reality. This makes them incredibly difficult to predict and even harder to defe..." wikitext text/x-wiki Phase spiders are otherworldly creatures that exist in multiple dimensions at once. Their long, spindly legs and slender bodies are covered in iridescent hairs that shimmer in the light, making them difficult to spot until it's too late. Their most striking feature is the spider's ability to shift in and out of the Ethereal Plane, allowing them to surprise their prey by phasing in and out of reality. This makes them incredibly difficult to predict and even harder to defend against. Phase spiders are known to be aggressive and territorial, attacking anything that enters their territory. They are adept at ambushing their prey, using their phasing ability to suddenly appear next to their target and lash out with their sharp, venomous fangs. Those who are bitten by a phase spider will often find themselves feeling disoriented and dizzy, as if they are phasing in and out of reality themselves. [[Category: Monsters]] baf9d258f3f9759eaa7a6a23fe3edecf65e5396a Donnypus 0 165 316 2023-05-05T16:38:03Z TimorSol 2 TimorSol moved page [[Donnypus]] to [[Donypus]]: Spelling wikitext text/x-wiki #REDIRECT [[Donypus]] 0e7f35e8ea250b3ddba73a108379560210209c9d Expedition Report 20 0 166 317 2023-05-06T09:35:54Z TimorSol 2 Created page with "===== Booker's Notizbuch ===== * 21st Quen'pillar, 845 PD “''Mit voller Kraft durchstarten''.” So said Master Becke, often. Much to figure out about this place, but what better time to start than right away, no? Found a crew heading out the morning after the ship arrived, aiming to investigate a copse of distant [[Crystal Trees|crystalline trees]]. Seemed competent enough, if despondent. Unlucky week, so I’m told. Route seemed rudimentary. Seemed. Spent most of..." wikitext text/x-wiki ===== Booker's Notizbuch ===== * 21st Quen'pillar, 845 PD “''Mit voller Kraft durchstarten''.” So said Master Becke, often. Much to figure out about this place, but what better time to start than right away, no? Found a crew heading out the morning after the ship arrived, aiming to investigate a copse of distant [[Crystal Trees|crystalline trees]]. Seemed competent enough, if despondent. Unlucky week, so I’m told. Route seemed rudimentary. Seemed. Spent most of the first day heading due west. Followed a river to a [[Fey Lake|strange lake]], and then onward through forest. The holy man leading the way seemed to get a little lost, leading us further north than intended. Thanks to extremely high winds, the eisfuura couldn’t help course-correct from the air. Got there eventually; made [[The Open Fields|the plains]], and after some surveying we camped amongst some trees. Turns out the cleric knows the dome trick too; pretty handy. Let him expend the effort to put it up. * 22nd Quen’pillar, 845PD Nothing dangerous reported from the night shift (not that I was awake - after weeks on the ship, I still am not used to solid ground). Weather much better today, if a little rainy. Qualli was able to stretch her wings. Reached the trees after four hours. Noticed a very curious phenomena near the edge of the mountains themselves; [[The Desert|a desert]] climate spans to the south, bumping up against the coldness of the [[Mountain Range|mountains]] with no crossover, like there is a barrier separating them. Curious, and undoubtedly arcane. The trees themselves were more like glass than crystal. Semi-translucent bark, with something like veins inside containing glowing liquid, flowing down into the earth. Found a pit in the earth nearby; a man-made subterranean entrance. Reeked of death; bodies everywhere, including [[Giants|giant-folk]] torn in half. [[Carrion Crawler|Carrion feeders]] dined upon the leavings, but were surely not the cause of the carnage - clearly an apex predator of some size. Undeterred, we entered. Roots from the trees jutted into the tunnel, providing phosphorescent light - neat trick. Eventually opened out into a much larger room, but something felt off. Sent Qualli to scout, and through her eyes, I spotted it… Heilige Scheiße, [[Lunar Predator|the thing was huge]]; no doubt this is what had left the mess behind us. All fur and muscle, it crouched in ambush, clearly aware of our presence. From enormous horns it had hung yet-unconsumed prey, dripping with ichor. Within its mouth, a single eye peered into the half light. Used Qualli to spring the trap. The hunter Zulfikar laid caltrops, and the dumb brute chased her into the open. Bei den Göttern could it move, rending into us with claw and tooth. Not only that, but it could teleport; savaging one of us before appearing by another. By luck and training did I avoid its direct ire, twice dodging a blinding beam of radiance that emanated from its maw. Ultimately, my companions proved a match for it; an impressive bunch, for certain. My blade found its throat, ending the thing once and for all, but what a beast - a shame to have to kill it. The eladrin expertly carved it for parts - very handy, this one. Beyond our makeshift battlefield, we found perhaps a greater prize: a citadel of some scale, denoted as "Glimmerhold" by Zemnian text on the floor. Realised afterwards that today is Civilization's Dawn - auspicious. Not wanting to miss the festivities, we forced march back to Proto, where I write this entry. Ich bin fix und fertig, but little time to rest - I go again tomorrow with a different crew. [[Category: Expedition Reports]] 66c4f2e75e289f2005e3db639c55bf1e817af990 Lunar Predator 0 124 318 228 2023-05-06T09:41:27Z TimorSol 2 wikitext text/x-wiki Lunar Predators are powerful and cunning beings that are in some way connected to the moon. The creature has at least 12 feet in height and a mane similar to a Lion, though all black. Its grey body is adorned with red lines, akin to rivers. It is incredibly fast and stealthy, and its senses are clearly those of a apex predator. <br> Paragon Hunters, they are walking nightmares, preying on everything living or nonliving, humanoid or monstrous. One such beast was encountered south of [[Proto]] during full moon. The specimen in question adorned its horns with corpses, had a cone-attack of magical energy and was capable to cast simple spells, like misty step. The sheer sight of a Lunar Predator brings fear to anyone who sees its Huge body. One such creature was seen in the [[Basalt Cave]] during the night. Another creature was found to nest in the [[Crystal Trees|Glimmerhold entrance area]] and slain during [[Expedition Report 20|expedition 20]]. ===== '''Harvesting:''' ===== * Horn of a Lunar Predator - crafting material, rare variety. * Eye of the Lunar Predator - crafting material, rare variety. * Heart of the Lunar Predator - crafting material, rare variety * Hide of the Lunar Predator - sellable item, worth 200 gp, can be kept as a crafting material of rare variety. [[Category: Monsters]] 8a89d1ecf789e216aa9be2f40f6e9fd732bb5ee6 319 318 2023-05-06T09:41:41Z TimorSol 2 wikitext text/x-wiki Lunar Predators are powerful and cunning beings that are in some way connected to the moon. The creature has at least 12 feet in height and a mane similar to a Lion, though all black. Its grey body is adorned with red lines, akin to rivers. It is incredibly fast and stealthy, and its senses are clearly those of a apex predator. <br> Paragon Hunters, they are walking nightmares, preying on everything living or nonliving, humanoid or monstrous. One such beast was encountered south of [[Proto]] during full moon. The specimen in question adorned its horns with corpses, had a cone-attack of magical energy and was capable to cast simple spells, like misty step. The sheer sight of a Lunar Predator brings fear to anyone who sees its Huge body. One such creature was seen in the [[Basalt Cave]] during the night. Another creature was found to nest in the [[Crystal Trees|Glimmerhold entrance area]] and slain during [[Expedition Report 20|expedition 20]]. ===== Harvesting:===== * Horn of a Lunar Predator - crafting material, rare variety. * Eye of the Lunar Predator - crafting material, rare variety. * Heart of the Lunar Predator - crafting material, rare variety * Hide of the Lunar Predator - sellable item, worth 200 gp, can be kept as a crafting material of rare variety. [[Category: Monsters]] 42b33c791e4034ed250c51394c3ccdd72cd4992c Carrion Crawler 0 167 320 2023-05-06T09:45:08Z TimorSol 2 Created page with "Physically, Carrion Crawlers are around 5 to 6 feet long and resemble giant centipedes or caterpillars. They have long, segmented bodies covered in a tough, chitinous exoskeleton that provides excellent protection against physical attacks. They have six pairs of legs that allow them to move quickly and climb surfaces easily. At the front of their bodies, Carrion Crawlers have two long, tentacle-like antennae that they use to sense their surroundings and locate prey. One..." wikitext text/x-wiki Physically, Carrion Crawlers are around 5 to 6 feet long and resemble giant centipedes or caterpillars. They have long, segmented bodies covered in a tough, chitinous exoskeleton that provides excellent protection against physical attacks. They have six pairs of legs that allow them to move quickly and climb surfaces easily. At the front of their bodies, Carrion Crawlers have two long, tentacle-like antennae that they use to sense their surroundings and locate prey. One of the most dangerous features of the Carrion Crawler is their ability to paralyze their prey. They have several glands in their mouth that produce a potent toxin, which they can deliver through their bite or by spitting it at their target. Victims who fail to resist the toxin become paralyzed, unable to move or defend themselves against the Carrion Crawler's attacks. Harvesting: * Carrion Crawler glands - crafting material, common variety. * Carrion Crawler tentacle - crafting material, can be sold for 10 gp. [[Category: Monsters]] 12ca93771cfd42ae0555ed93d024f499f4a68b0a Giants 0 168 321 2023-05-06T09:49:59Z TimorSol 2 Created page with "Giants are massive humanoid creatures that tower over most other beings. They are typically several times the size of an average human, with muscular frames and powerful limbs. Some giants are known for their brute strength (mostly Hill Giants), capable of lifting and throwing enormous boulders or smashing through thick walls. Others possess abilities to control the weather or cast powerful spells (Storm or Cloud Giants). Giants are often found living in remote, isolate..." wikitext text/x-wiki Giants are massive humanoid creatures that tower over most other beings. They are typically several times the size of an average human, with muscular frames and powerful limbs. Some giants are known for their brute strength (mostly Hill Giants), capable of lifting and throwing enormous boulders or smashing through thick walls. Others possess abilities to control the weather or cast powerful spells (Storm or Cloud Giants). Giants are often found living in remote, isolated areas such as mountaintops, deep forests, or underground caverns. They tend to be reclusive and wary of outsiders, but can be provoked into aggression if their territory is threatened. Some giants are known to raid nearby settlements for food or treasure, while others keep to themselves and avoid contact with other races. Corpses of Hill Giants were found near the [[Crystal Trees]], slain by a [[Lunar Predator]]. [[Expedition Report 9|Expedition 9 ]]has encountered a Storm Giant. [[Category: Monsters]] a56c9ede32f50b6296c4ec6c62954cdeb0099fdf 322 321 2023-05-06T09:50:12Z TimorSol 2 wikitext text/x-wiki Giants are massive humanoid creatures that tower over most other beings. They are typically several times the size of an average human, with muscular frames and powerful limbs. Some giants are known for their brute strength (mostly Hill Giants), capable of lifting and throwing enormous boulders or smashing through thick walls. Others possess abilities to control the weather or cast powerful spells (Storm or Cloud Giants). Giants are often found living in remote, isolated areas such as mountaintops, deep forests, or underground caverns. They tend to be reclusive and wary of outsiders, but can be provoked into aggression if their territory is threatened. Some giants are known to raid nearby settlements for food or treasure, while others keep to themselves and avoid contact with other races. Corpses of Hill Giants were found near the [[Crystal Trees]], slain by a [[Lunar Predator]]. [[Expedition Report 9|Expedition 9 ]]has encountered a Storm Giant. [[Category: Monsters]] 34ef74fe4b4cf36c664c1e294dcbe81402487f2f Rumors 0 127 323 259 2023-05-15T19:39:58Z Aralorn 4 wikitext text/x-wiki Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> The list below is a list of rumors that have been given out to characters during previous expeditions: * One of the Hunters that ventured out tracking big game to the south tells stories about makeshift shrines build of stones and reeds put one on another * There's a burning crack in the ground somewhere towards the south-west. * Someone has seen a group of Dryads or other Fey creatures "towards the forest north of the mountains". * I honestly tell you, i'd much prefer Proto to be SOUTH of here. It's much warmer there. Before the old settlers left Oasis, one of them told me it's a difference like between Shadycreek Run and Port Zoon, just that it's not so far away. Like wouldn't it be much easier for us to not care about the temperature and just sleep on the beaches? On the other side, that same girl told me that if you go too far away from here you wind up in some crazy place where you gotta hide half of the time or you get hunted by some centaur like folk that have whole towns there. But it's not actually centaurs, but some gosh-darn bug people with too many or too few legs. Could be crazy talk though. If they went south, they could as well had malaria or somethin', I dunno. Those folks that lived here for decades were not entirely sane. * Ya know what's intriguing? How the animals got here. Now if they made the whole damn Island a safe of sorts so they can keep they shiny stuff inside without gods seeing it, that's one thing. But it bugs me when I think about all the wildlife around. Rabbits, elk, owls, mice... there's supposedly a whole herd of them horned buffalo they got in Weildmound, running around somewhere west from here. Why would they keep them here? For fun? Last time I checked boars didn't teleport randomly to a Island in the middle of nowhere! Makes me think that some of them crazed wizerds were doing other stuff here, not only using it as a deposit. * West from the floating rocks, in the open plains, there are flocks of murderous creatures flying around that look like they could attack anything in the open fields. * Ah, I met a guy once that went too far south! Poor lad was missing an arm, said he's the only one that survived a viscous attack at night. I told 'em, bears will do that to ya if you got fresh meet on ya. But he told me its'a too fast for a bear, had jaws too big, and walked on two legs like a bird. They tore their camp to shreds, attacked in a pack. My man there started running and never looked back until he made it back here... only thing that saved him was the fact that he fell into a fire-pit and cauterized his wound by accident. Well, that and adrenaline methinks. * Why am I retiring? Me and my lads went a bit too far to the desert. That's what happened. We wanted to go to the spires some other adventurers were talking, but... something poisoned our water in the night, and we had no choice, but to search for something to drink in the jungle. From afar we though there are people there, but they were not. In the treeline... Saw things I would rather not get back to. But I can't, ya know? I can't. Every time I close me eyes, I see the flesh of those things being picked apart piece by piece by crows and seagulls. They were strung to the trees by their torsos... That's why we thought it's humans. But once we approached it became clear they're all dead, and their legs... they didn't have legs, ya hear? Now I'm no hero. I don't go into forests like that, I'd rather starve. Went back to the camp that day. The rest of my party never returned. * ...to be perfectly fair, we got a bit lost there, but there were this flying things on our back and there was not much time for the cartographer to do his thing. So we just kept running and shootin fireballts at em, until they gave up. So I reckon that prolly lured the pigmen to us. They prolly saw the fireworks. So anyway, them flying beats didn't give up on us so easily, but now we're also lookin' at a bunch of pigmen, with beady little eyes and flapping heads. Hadn't touched pork for awhile honestly. Freaks me out. Anyways - them beasts swoop down, but they git both us and those pigmen. Poor Mike didn't make it, but the rest of us dived into some sort of crater and blocked the passage with a rock and started summoning ourselves back to the town. I'm tellin ya, no jokes to be had out there! * I'm NOT lying, I swear I flew on a ship once. Was a sailor back then and they needed someone who knew his way with ropes. But that's not the point, the point is, that I got a decent idea what those flying rocks are. They're ships. Powered by the strength of some magic. The wizards had to build them as some sort of transportation device, right? So they could actually move stuff around here. * You already heard about that new zoo concept they've been talking around here lately? Supposedly a party had a chat with a guy that lives here long enough to remember that the wizards actually had zoos here. But like creepy zoos. Like ya know, zoos with not animals, but like... things. If you ask me, sounds fucked up enough for wizards. But what worries me is that they also talk about some wardens of sorts, giants I hear. I would stay away from mountains for sure if they got the big folk here. * So lad, have you heard about the old harbor ruins yet? Word is that there's a secondary port somewhere south. I think the fiend saw it from a distance, I hear? I met a guy that said he saw it with a spyglass from the ship he traveled. Supposedly the structures are massive, made of old weathered stone, like a second Proto. But I also had the opportunity to talk to a guy that left Proto when they had a chance, and he said the ruins are cursed. Anyone who enters risks never coming back. I think I heard about one other party of 5 that went there and never returned. Uneasy stuff, I tell you... I mean, if it's so massive, probably people lived there, so maybe it's the ghosts of the poor workers that were left here to rot? The guy I talked to said something about humans moving about the ruins, searching for something, but it could be that party... time is a weird soup. * An old woman and a bunch of those red-capped creatures have been seen moving around in the marshy area, stirring up trouble. * There is a pack of big wolves somewhere North-West of the floating rocks that are terrorizing people that pass through the area. * There is a hut on the coastline to the far South that is unoccupied, but clearly not without guardians. [[Category: Lore]] [[Category: Rules]] [[Category: Game Philosophy]] 86b46b8ad10a3ae6be8aca433bd3e25aff112ee8 Expedition Report 21 0 169 324 2023-05-23T09:08:49Z TimorSol 2 Created page with "===== Report by: Booker ===== 23rd Quen'pillar, 845 PD Civilisation’s Dawn celebrations did not end until the early hours. Regretted it this morning, waking with a cracking headache and bags under my eyes. Thankfully our navigator Phaelan required little assistance on what is apparently a well-trodden route: west along the river (why has no-one yet named these things?), turning north after an hour, and walking until we met another river. The automaton marked a tree at..." wikitext text/x-wiki ===== Report by: Booker ===== 23rd Quen'pillar, 845 PD Civilisation’s Dawn celebrations did not end until the early hours. Regretted it this morning, waking with a cracking headache and bags under my eyes. Thankfully our navigator Phaelan required little assistance on what is apparently a well-trodden route: west along the river (why has no-one yet named these things?), turning north after an hour, and walking until we met another river. The automaton marked a tree at the turning point with an ‘R’ to guide later expeditions. After crossing the river, made our way east to this ‘[[The Lightkeeper's Shack|lightkeeper’s shack]]’ to speak with the [[The Lightkeeper|spirit of the alleged former lighthouse]] keeper; apparently he wanted to speak to a mage about reactivating [[The Beacons|the beacon]]. He had little to offer in the way of new information, but did suggest we might find a suitable fire core at the heart of a fire elemental. This expedition’s personnel are very different to the last; less experience, if not a lack of enthusiasm. Next decided to visit the [[Abandoned Port|abandoned structures]] on the northern shore of the peninsula, spending the rest of the day to get there. Undertook mapping and surveilling activities before resting for the night, including scavenging a curio from some abandoned crates in the bay: a six-sided die aglow with enchantment magic. Pocketed for later. Threw up the dome in case of intrusion, but nothing came up. 24th Quen'pillar, 845 PD Long slog today, but at least the weather held. Kept to the coastline all day, passing an already-looted shipwreck. Went largely untroubled until the afternoon, when a trio of [[Scions|piscine mutants]] ambushed us from the waterline; obscene crossbreeds of man and fish with vicious mouths and clawed hands. One of them emitted a screech that stunned several among us, and then they all focused attacks on der Metallmann, clearly not realising the greater threat of my blade. Too late, one struck a lucky blow in my off-hand shoulder with a battleaxe - a crude weapon if you ask me - but they were not allowed to repeat the stunt, and we quickly finished them off. Curiously, one we believed to be dead got back up and made a final lunge for Dante. It was taken care of, but we must remain vigilant in ensuring foes are properly downed. Recalling Sydri’s enthusiasm for crafting components, I relieved the bodies of anything useful I could find, and we rolled the bodies back into the sea. Not an hour later, we stopped to rest for the night, again untroubled by anything other than the elf trying to rouse me for a watch. As if. 25th Quen'pillar, 845 PD Dante’s imp had previously been this way on his own, so he led us toward a [[Spider Bridge|stone bridge]] he’d spotted crossing a river. By this time, we were travelling north, and made good time despite the terrain. Overgrown and massively cracked, but looked strong enough to hold us. Borg and Valries volunteered to cross first; half-way across, a chorus of chittering erupted all around, and a mass of arachnoid forms scrambled up and over the sides. No ordinary Spinne, though: short, multi-limbed, multi-jointed, multi-eyed creatures wielding crude daggers; tall, hunched, fanged monstrosities with distended underbellies; and one, almost full arachnid but for a pair of humanoid arms, and pointed, almost elven ears. Beasts of the underdark, assuredly. Tussled with enough Lolth cultists to know how these kinds of things operate: swarm, entangle, and overwhelm. Were it not for the bright sunlight blinding their sensitive eyes, those tactics might have worked. The smallest leapt at us in a frenzy, their larger kin used webbing and rudimentary spellcraft to try to hinder our defences. Still struggled to hit any of us, let alone me. Borg chased off the caster in short time, while Val fended off four assailants simultaneously with fang and morningstar. Must admit some surprise at Phaelan’s metamorphosis also - didn’t know the lad had it in him. Put down all but the enchanter, who scarpered off back under the bridge. Jet soon found an entrance to the creatures’ lair underneath, into which we all followed. “Eine in die Enge getriebene Ratte beißt die Katze,” as they say, but it was no match for us nonetheless. Collected some interesting venoms from the bodies, but with the rest wounded, and sufficient progress made, used these curious teleportation stones to return to Proto. Will spend a few days cataloguing findings and planning my next move before heading out again, I think. ===== Report by Borg ===== Internal core memory audit of the First of seven, alpha adjunct of the duomatrix 002, version II There are new hoomans in the city. Some of them seem to be somewhat more capable of travel, some of them less. I have noticed that one particular hooman that carried a blade with him. I have read that in his previous expedition, he used the blade in an exquisite way. I would like to observe him at work, to see if he would be in for a chat about the Lord of Blades. So I joined his expedition. Good way to prove my previous point about the cartographers doing an awful job here. This is also my first trip after I decided to use my one-time trump card from the Lord himself and reprogram myself to fit the scenery a bit more. I have chosen the Fighter program, which lowered my intelligence. Which is probably why I later chose to lean into the Cavalier archetype. I do not have a mount, why would I do that? At least I feel strong now. Too sad I had to eliminate all my natural surgeon attachments to form a solid fist now. Anyway! We traveled towards the [[Fey Lake]], and a scrawny elf guided us. Were they all always so scrawny? Not sure. Mister Booker, the one with the blade, did help somewhat with the directions, but generally we knew where to go. Did a little [[Tree Markings|marking]] on a tree when we turned north. Someone bought all the chalk from the shops, so I used the dagger I loaned from TOMB and chopped at the tree. Made an X mark and an R pointing north. Sadly, the internal memory core is somewhat… glitched? I can’t remember why it was a R. River? Roars? Rorin Falls? I am proud to say I have flawn… flune… flied! The other scrawny one, with the horns, they call him Don-te, employed my services as a designated driver for the river’s crossing, and what’s more, I flund…fled…flied? 300 feet up in the air and was able to pinpoint both [[The Lightkeeper's Shack|the shack]] and the [[Abandoned Port|structures]] that were supposed to be our shelter for the night. Hard to say what happened in the shack, as I proudly stood watch. The big vampire lady went down with the scrawnies, so I felt it’s ok. I would rather no wizard x-ray vision me. We then made our way to the north, and I must say, it was a boring trip. Nothing happened, we walked for hours and hours to get there. Lord Allblady, the place was in A MESS. Spent the entire 7 hours cleaning the spot and making sure there are no syringes from drug addicts that lived heer…hier…her… here! Before. It was a good afternoon for order. I also took a suvenier – a [[Steel Carts|metal steel cart]] from a heap (I did later untangle them and put them on in another). I shall polish it in the future. The night was calm, and I took the last watch. I did actually watch everyone sleep all the time, especially the vampire lady. She’s a bit shy I think, but the fact that she doesn’t breathe gives her away immediately. During my watch I took out the steel mirror and tried to attach two shells to my face area, so to imitate fangs, but they didn’t stick. I miss being intelligent. Oh, I cannot see in the dark further than 10 ft., so it may have something in common with me not seeing anything dangerous. We then continued our travel along the coast and traveled for like… 12 or 13 hours until we got to the place I read about in the journals. A old bridge. Nearly 2… or 3…? hours after we saw the shipwreck that was discovered early on. The bridge was old, but… Did I mention the [[Scions|fish people]]? Ugly creatures, one made me actually reboot for a second there. Luckily the others managed to put a jolt in me and the nanites repaired the leakages. I feel getting stronger by the minute. We felt like resting a bit there was a good idea. Just a quick nap for some, and for me to get the joints in order. As I said, there was an old ship, and then a bit later we got to [[Spider Bridge|the bridge]]. Pretty stuff. Being the cavalier that I am now, I let the paladin lady go first, and it seems she had to step on a trip-wire or web or something, as swarms of squinting creatures with too many eyes attacked us. Needless to say, I everyone survived, thanks to my proud and courageous metal body. I believe there was some impact that the scrawnies made though. And a wolf… or maybe a squirrel? A creature with fangs anyway. The scrawny with a bow actually turned into one of them and started to wave their clawed hands like he was rabid. I should probably work on fangs and claws attachments now. [[Category: Expedition Reports]] 7c8183f7e113f0cbe6a237ec442486e5a43a1fb3 Steel Carts 0 170 325 2023-05-23T09:20:06Z TimorSol 2 Created page with "These metal carts, fashioned from durable stainless steel, possess a practical and utilitarian appearance. Their sturdy construction and functional design make them suitable for hauling heavy loads, though they lack wheels or any other means of push or pull. With a weight of around 120 lbs, these carts are built to withstand the rigors of demanding tasks though. Their surfaces, though lacking intricate engravings or ornate embellishments, retain a smooth and polished fin..." wikitext text/x-wiki These metal carts, fashioned from durable stainless steel, possess a practical and utilitarian appearance. Their sturdy construction and functional design make them suitable for hauling heavy loads, though they lack wheels or any other means of push or pull. With a weight of around 120 lbs, these carts are built to withstand the rigors of demanding tasks though. Their surfaces, though lacking intricate engravings or ornate embellishments, retain a smooth and polished finish, though covered in some grime and soot. There were initially 60 carts, 2 were taken to Proto. f80f68d4dc670413aa977044d701e0bf622c9e2a Spider Bridge 0 171 326 2023-05-23T09:43:16Z TimorSol 2 Created page with "The stone bridge, once a majestic architectural feat, now bears the wear and tear of time's relentless passage. Its weathered structure shows signs of neglect, with chunks of stone missing and lush vines entwined within every crevice. As you draw nearer, the vines writhe and twist, lending an eerie, almost living quality to the scene. The intricate carvings and inscriptions that once adorned the arches have succumbed to the elements, leaving behind faint traces that bare..." wikitext text/x-wiki The stone bridge, once a majestic architectural feat, now bears the wear and tear of time's relentless passage. Its weathered structure shows signs of neglect, with chunks of stone missing and lush vines entwined within every crevice. As you draw nearer, the vines writhe and twist, lending an eerie, almost living quality to the scene. The intricate carvings and inscriptions that once adorned the arches have succumbed to the elements, leaving behind faint traces that barely hint at the bridge's former grandeur. Beneath the bridge, the once-infested hollow caves have been purged and cleansed. The remnants of the malicious creatures that once dwelled within have been eradicated, their presence reduced to charred remains. The acrid scent of burnt wood and ash lingers in the air as a testament to the recent destruction. The darkness that once shrouded the tunnels has been replaced with a renewed sense of safety and tranquility. [[Category: Locations]] 170739fab8756df49b2cab0d2484af8ec30f30bd 327 326 2023-05-23T09:45:36Z TimorSol 2 wikitext text/x-wiki The stone bridge, once a majestic architectural feat, now bears the wear and tear of time's relentless passage. Its weathered structure shows signs of neglect, with chunks of stone missing and lush vines entwined within every crevice. As you draw nearer, the vines writhe and twist, lending an eerie, almost living quality to the scene. The intricate carvings and inscriptions that once adorned the arches have succumbed to the elements, leaving behind faint traces that barely hint at the bridge's former grandeur. Beneath the bridge, the once-infested hollow caves have been purged and cleansed. The remnants of the malicious creatures that once dwelled within have been eradicated, their presence reduced to charred remains. The acrid scent of burnt wood and ash lingers in the air as a testament to the recent destruction. The darkness that once shrouded the tunnels has been replaced with a renewed sense of safety and tranquility. The bridge is west from the [[Hidden Shipwreck|Shipwreck]], and spans across the river that forms from the linkage of a couple of other rivers, including the one formed from the [[Naiad Headwaters]] and the one that forms in the [[Standing Rock Headwaters]]. [[Category: Locations]] 77199b114f92ad7c4222c6401152053f5a59c395 Scions 0 172 328 2023-05-23T10:43:38Z TimorSol 2 Created page with "Aquatic beings with a unique appearance, they blend traits from land and sea creatures. Their webbed appendages, shimmering scales, and luminescent markings on their skin create a captivating yet unsettling visage. Their eyes emit an eerie glow, reflecting their deep-sea affinity. They posess an extraordinary ability to mimic underwater creatures, granting them unparalleled stealth and deception. They seamlessly adapt to their surroundings, blending in effortlessly. The..." wikitext text/x-wiki Aquatic beings with a unique appearance, they blend traits from land and sea creatures. Their webbed appendages, shimmering scales, and luminescent markings on their skin create a captivating yet unsettling visage. Their eyes emit an eerie glow, reflecting their deep-sea affinity. They posess an extraordinary ability to mimic underwater creatures, granting them unparalleled stealth and deception. They seamlessly adapt to their surroundings, blending in effortlessly. Their connection to the sea provides exceptional proficiency in navigating underwater realms. [[Category: Monsters]] 45a70c9fcedd56c036c397e321608f792e4dd4db Expedition Report 22 0 173 329 2023-05-23T21:47:44Z TimorSol 2 Created page with "Quen’Pillar – 26-27, 845 PD Report by Dante [[The Golem|Golem]] Our resident artificer, Syrdi, has not visited the builder golem, so we decided to take a quick detour to check it out while we waited for Abo to catch up. Well, silly us—turns out Abo was already there waiting! We took the classic route, following [[Tree Markings|the X marks]] and turning south until we hit the river where the golem rests. Four was able to use its ability to repair constructs and ob..." wikitext text/x-wiki Quen’Pillar – 26-27, 845 PD Report by Dante [[The Golem|Golem]] Our resident artificer, Syrdi, has not visited the builder golem, so we decided to take a quick detour to check it out while we waited for Abo to catch up. Well, silly us—turns out Abo was already there waiting! We took the classic route, following [[Tree Markings|the X marks]] and turning south until we hit the river where the golem rests. Four was able to use its ability to repair constructs and objects to remove some more of the rust, but without the power core, it remains stationary. I was hoping Sydri would be happy to see the golem, but I’m afraid it just made him sadder. The glass really is half empty with that one. [[Black Liverwort Patch|Black Hook Liverwort]] We passed through a small creek as Abo navigated south from the golem to [[Rorin's Crossing|Rorin’s Crossing]]. After crossing the eh…crossing, we traveled a smidge past 6 o’clock until we hit the patch of forest with the black hook. Hearing a rumor about a dangerous creature that was dragging carcasses under the black hook, I began to systematically create bonfires to try to flush out any hiding creatures. Just as the lorekeepers suggested, the fire did not have much of an effect on the [[Black Liverwort|black hook]]. Sydri sent Four to investigate the black hook, and it was largely unaffected by the plants…until it fell through a hole in the middle of the patch and disappeared from sight! We began our rescue efforts by using a vial of acid to start burning a path through the black hook to get to the hole. Zulfikar tried to use his lightning weapons to attack it as well. Word to the wise—do not stand in the direction the wind is blowing when you are experimenting with plants. Tampering with the black hook and its pods caused a big burst of spores that traveled in the wind and injured poor, frail Zulfikar (necrotic damage). After some time, Four reappeared far to our right, apparently finding a ramp that led up from the cavity. We used another vial of acid to dissolve the black hook near the ramp’s entrance and kept a bedroll over our heads, but we still had to be careful as enough black hook still hung down near the entrance. The ramp led to a small cave filled with several mushrooms and a smattering of bones. After exploring a bit, [[Corpse Flower|a gigantic plant]] lashed out at little Jet! The plant then began to extrude skeletal bodies of creatures it had eaten that reanimated and attacked us. Jet only made it out of there alive because of his hardiness to poison and the mundane. Working as a team, we disposed of the menace under the black hook. Beach House Basement Abo led us from the black hook to [[Eastern Beach Ruins|the beach house]]. Jet held his breath and swam down the flooded tunnel into basement to see if [[Water Basilisk|the basilisk]] was home. The water was very murky, so Jet could only see about 15 feet in front of him despite his superior vision. To our surprise, the basement was rather large and full of several chambers. Jet swam through two chambers before arriving at another corridor that was full of thick seaweed and other aquatic plants. Unable to see what would be on the other side and running low on air, I summoned Jet back. It didn’t seem like the basilisk wanted to come out and play today, and we all couldn’t go in without being able to breathe underwater, so we rested for the night and made our way back to [[Proto]]. Journey Home On our way back, our navigator realized the coastline of our map was incorrect. Cartography-talk bores me, so I’m not really sure what the issue was, but you can ask someone else in our party. However, there was some excitement on the way back. Abo noticed in the distance to the west, a group of [[Thri-kreen|Ant-like people]] trekking what he believed to be northwest. Remembering that most creatures here speak exotic languages, and not having a reliable means of communication, we decided to steer clear of them…for the most part. I sent Jet to follow them from above for some time. Perhaps we found the existence of yet another faction that could be our work force? ===== Report by Abo ===== Death From Above's note on the journey across the river pocked landscape Travel from [[Proto|proto]] was plagued by high winds, that did not allow for my usual method of long travel, but did not stop me. I was told that the party has interest in seeing the Golem that was in the river, south of the crossroads east of Proto. I followed directions to said crossroad, and realized that they had already made it passed here, meaning I was late. I followed the general direction provided, to make it to [[The Golem|the golem]], and caught up with ease. the golem is interesting, but not as interesting as [[Corpse Flower|the flower]] that spewed corpses from its bulbs. I will get to that soon. they were on the north bank of the river, where said golem was centered in, and they had yet to cross. I made it easy for them, finding a tall tree from the north bank to the south bank, and tied high on the tall tree, to allow falling to ease their travel across. they spent quite a bit of time looking at the golem. I spent time looking around, and keeping my eyes and ears keen for interlopers, if any. after their fact-gathering was completed, we crossed another river to the south, with intent to find this Liverwort/Black hook patch. Patch hunting we find that with ease, as I am not a hatchling when it comes to finding my way. the patch apparently covers a small cavern below it, and also a flower that eats and regurgitates its prey, as its lackeys. we come to the realization that the patch of black hook does not like acid, and is fairly resistant to fire. Four, the automaton of Sydri's fell through a hole, and found a way into the cavern, on foot. leading us, we find the cavern home to many mushrooms and a corpse flower. our dance of death commenced, as it intended to eat the dwarf-imp. they are not without weak points, but are fairly resilient nonetheless. we find that the creature had ingested many a creature below the black hook. a bear of sorts, along with a horse, as they were expelled, and compelled to fight. the flower creature took many hits, and was dispatched. the party then deemed it a good place to rest for a bit, to gather our breath. [[Eastern Beach Ruins|Beach House]], slight course correction our next Point of Interest was to be the beach house, that many had referenced as a lair of a [[Water Basilisk|water basilisk]], and was once a wizard's home. we find that the previous journey's were slightly off course, from the map they created, and it has been adjusted to correct that. We spent too much time out and exploring, as upon our arrival, we found that it was a good time to make camp, and prepare for a rest. we make camp along the forest edge, making an update to the map, as the beach house is roughly a 6:35(ClockFace compass) from the liverwort patch. we spend the rest of the waking hours, updating the maps, and finding out what we are to explore in the morning. new day breaks we awaken, with another forceful gale, but not as unforgiving as the previous day. the party and I look along the water's edge, and try and find out more from above, but find nothing new. there are 2 entrances to the lower floor. one from the main entrance to the house, another from the water. there was not much found, besides the boxes and crates and things in the lower floor. we will look into that at another time, as swimming without another method of breathing, has proved difficult. our return journey was uneventful, besides the slight corrections to the map. the beachline was not accurate to the map provided. [[Category: Expeditions Report]] 1fd7a11eeda3ca6bde23f40f72e6a0835a72f352 335 329 2023-05-23T21:59:37Z TimorSol 2 wikitext text/x-wiki Quen’Pillar – 26-27, 845 PD Report by Dante [[The Golem|Golem]] Our resident artificer, Syrdi, has not visited the builder golem, so we decided to take a quick detour to check it out while we waited for Abo to catch up. Well, silly us—turns out Abo was already there waiting! We took the classic route, following [[Tree Markings|the X marks]] and turning south until we hit the river where the golem rests. Four was able to use its ability to repair constructs and objects to remove some more of the rust, but without the power core, it remains stationary. I was hoping Sydri would be happy to see the golem, but I’m afraid it just made him sadder. The glass really is half empty with that one. [[Black Liverwort Patch|Black Hook Liverwort]] We passed through a small creek as Abo navigated south from the golem to [[Rorin's Crossing|Rorin’s Crossing]]. After crossing the eh…crossing, we traveled a smidge past 6 o’clock until we hit the patch of forest with the black hook. Hearing a rumor about a dangerous creature that was dragging carcasses under the black hook, I began to systematically create bonfires to try to flush out any hiding creatures. Just as the lorekeepers suggested, the fire did not have much of an effect on the [[Black Liverwort|black hook]]. Sydri sent Four to investigate the black hook, and it was largely unaffected by the plants…until it fell through a hole in the middle of the patch and disappeared from sight! We began our rescue efforts by using a vial of acid to start burning a path through the black hook to get to the hole. Zulfikar tried to use his lightning weapons to attack it as well. Word to the wise—do not stand in the direction the wind is blowing when you are experimenting with plants. Tampering with the black hook and its pods caused a big burst of spores that traveled in the wind and injured poor, frail Zulfikar (necrotic damage). After some time, Four reappeared far to our right, apparently finding a ramp that led up from the cavity. We used another vial of acid to dissolve the black hook near the ramp’s entrance and kept a bedroll over our heads, but we still had to be careful as enough black hook still hung down near the entrance. The ramp led to a small cave filled with several mushrooms and a smattering of bones. After exploring a bit, [[Corpse Flower|a gigantic plant]] lashed out at little Jet! The plant then began to extrude skeletal bodies of creatures it had eaten that reanimated and attacked us. Jet only made it out of there alive because of his hardiness to poison and the mundane. Working as a team, we disposed of the menace under the black hook. Beach House Basement Abo led us from the black hook to [[Eastern Beach Ruins|the beach house]]. Jet held his breath and swam down the flooded tunnel into basement to see if [[Water Basilisk|the basilisk]] was home. The water was very murky, so Jet could only see about 15 feet in front of him despite his superior vision. To our surprise, the basement was rather large and full of several chambers. Jet swam through two chambers before arriving at another corridor that was full of thick seaweed and other aquatic plants. Unable to see what would be on the other side and running low on air, I summoned Jet back. It didn’t seem like the basilisk wanted to come out and play today, and we all couldn’t go in without being able to breathe underwater, so we rested for the night and made our way back to [[Proto]]. Journey Home On our way back, our navigator realized the coastline of our map was incorrect. Cartography-talk bores me, so I’m not really sure what the issue was, but you can ask someone else in our party. However, there was some excitement on the way back. Abo noticed in the distance to the west, a group of [[Thri-kreen|Ant-like people]] trekking what he believed to be northwest. Remembering that most creatures here speak exotic languages, and not having a reliable means of communication, we decided to steer clear of them…for the most part. I sent Jet to follow them from above for some time. Perhaps we found the existence of yet another faction that could be our work force? ===== Report by Abo ===== Death From Above's note on the journey across the river pocked landscape Travel from [[Proto|proto]] was plagued by high winds, that did not allow for my usual method of long travel, but did not stop me. I was told that the party has interest in seeing the Golem that was in the river, south of the crossroads east of Proto. I followed directions to said crossroad, and realized that they had already made it passed here, meaning I was late. I followed the general direction provided, to make it to [[The Golem|the golem]], and caught up with ease. the golem is interesting, but not as interesting as [[Corpse Flower|the flower]] that spewed corpses from its bulbs. I will get to that soon. they were on the north bank of the river, where said golem was centered in, and they had yet to cross. I made it easy for them, finding a tall tree from the north bank to the south bank, and tied high on the tall tree, to allow falling to ease their travel across. they spent quite a bit of time looking at the golem. I spent time looking around, and keeping my eyes and ears keen for interlopers, if any. after their fact-gathering was completed, we crossed another river to the south, with intent to find this Liverwort/Black hook patch. Patch hunting we find that with ease, as I am not a hatchling when it comes to finding my way. the patch apparently covers a small cavern below it, and also a flower that eats and regurgitates its prey, as its lackeys. we come to the realization that the patch of black hook does not like acid, and is fairly resistant to fire. Four, the automaton of Sydri's fell through a hole, and found a way into the cavern, on foot. leading us, we find the cavern home to many mushrooms and a corpse flower. our dance of death commenced, as it intended to eat the dwarf-imp. they are not without weak points, but are fairly resilient nonetheless. we find that the creature had ingested many a creature below the black hook. a bear of sorts, along with a horse, as they were expelled, and compelled to fight. the flower creature took many hits, and was dispatched. the party then deemed it a good place to rest for a bit, to gather our breath. [[Eastern Beach Ruins|Beach House]], slight course correction our next Point of Interest was to be the beach house, that many had referenced as a lair of a [[Water Basilisk|water basilisk]], and was once a wizard's home. we find that the previous journey's were slightly off course, from the map they created, and it has been adjusted to correct that. We spent too much time out and exploring, as upon our arrival, we found that it was a good time to make camp, and prepare for a rest. we make camp along the forest edge, making an update to the map, as the beach house is roughly a 6:35(ClockFace compass) from the liverwort patch. we spend the rest of the waking hours, updating the maps, and finding out what we are to explore in the morning. new day breaks we awaken, with another forceful gale, but not as unforgiving as the previous day. the party and I look along the water's edge, and try and find out more from above, but find nothing new. there are 2 entrances to the lower floor. one from the main entrance to the house, another from the water. there was not much found, besides the boxes and crates and things in the lower floor. we will look into that at another time, as swimming without another method of breathing, has proved difficult. our return journey was uneventful, besides the slight corrections to the map. the beachline was not accurate to the map provided. [[Category: Expedition Reports]] ea2283752bb2515c2b4a71c3ab8796bb3c4043bf Corpse Flower 0 174 330 2023-05-23T21:55:28Z TimorSol 2 Created page with "The Corpse Flower is a large, repugnant plant that emits a strong smell of decay and rot. Its bloated form stands tall, surrounded by swarms of insects attracted to its putrid nectar. The petals of the flower resemble withered flesh, and its center holds a gaping mouth filled with sharp teeth. The plant entices creatures with its sickly-sweet colors before trapping and digesting them alive. It possesses the ability to animate the corpses, transforming them into zombies..." wikitext text/x-wiki The Corpse Flower is a large, repugnant plant that emits a strong smell of decay and rot. Its bloated form stands tall, surrounded by swarms of insects attracted to its putrid nectar. The petals of the flower resemble withered flesh, and its center holds a gaping mouth filled with sharp teeth. The plant entices creatures with its sickly-sweet colors before trapping and digesting them alive. It possesses the ability to animate the corpses, transforming them into zombies. The reanimated creature emerges near the Corpse Flower and acts independently. Although the zombie acts as an ally to the Corpse Flower, it retains autonomy and is not under the plant's direct control. [[Category: Monsters]] 080d8ff11c5c04e0813075fb1e427d0d9bbfb75b Water Basilisk 0 175 331 2023-05-23T21:56:35Z TimorSol 2 Created page with "''The basilisk is a creature feared by pearl divers and seafloor scavengers alike. It is said that this cunning predator resides in mysterious underwater gardens filled with statues of sea creatures and sailors. However, unlike its terrestrial counterparts, the basilisk exudes a thick, oily secretion that works upon contact. Once turned to stone, the unfortunate prey sinks to the ocean floor, where the basilisk feeds at its leisure. It is said that alchemists can process..." wikitext text/x-wiki ''The basilisk is a creature feared by pearl divers and seafloor scavengers alike. It is said that this cunning predator resides in mysterious underwater gardens filled with statues of sea creatures and sailors. However, unlike its terrestrial counterparts, the basilisk exudes a thick, oily secretion that works upon contact. Once turned to stone, the unfortunate prey sinks to the ocean floor, where the basilisk feeds at its leisure. It is said that alchemists can process the basilisk's oil to reverse the petrification effects it causes. Though rarely spotted on land, water basilisks are known to venture into subterranean sewer systems and inland waterways. However, it is most commonly found near the sites of shipwrecks, where it adds to its collection of drowned stone and waits for the next unsuspecting victim to cross its path.'' [[Category: Monsters]] 2ccf60ac06330fdfcdc1bcd5d7e516a6d63c1df6 Thri-kreen 0 176 332 2023-05-23T21:57:48Z TimorSol 2 Created page with "Mentioned in a famous journal by one sir Contelar Adnelis, a scholar-traveler that got separated from his party in the Shattered Teeth islands: ''Through meticulous study and patient observation, I have become accepted by a pack of the enigmatic Thri-kreen. I believe, though I sadly have no proof, that their inherent understanding of unity and collective purpose is something that made my observations possible, as I worked with them, hunted with them and ate with them -..." wikitext text/x-wiki Mentioned in a famous journal by one sir Contelar Adnelis, a scholar-traveler that got separated from his party in the Shattered Teeth islands: ''Through meticulous study and patient observation, I have become accepted by a pack of the enigmatic Thri-kreen. I believe, though I sadly have no proof, that their inherent understanding of unity and collective purpose is something that made my observations possible, as I worked with them, hunted with them and ate with them - as with my own, staying on the fringes of their camp. These mantis-like beings, so attuned to the ebb and flow of the natural world, embark on remarkable journeys across vast stretches of land. I traveled with them, as we mutually learned about each other. It seems that as the seasons shift and resources dwindle in their current territories, the Thri-kreen heed an innate calling to seek new horizons. With meticulous precision, they gather in small cohesive groups, their antennae gently quivering with a shared understanding. In harmonious unison, they begin their arduous journey, guided by a primal instinct passed down through generations. Crossing treacherous terrains, traversing arid deserts, and venturing through dense jungles, the Thri-kreen navigate with uncanny efficiency. Their multi-limbed agility, honed over millennia, allows them to adapt effortlessly to the challenges posed by diverse landscapes. During their migration, the Thri-kreen remain vigilant, attuned to the subtlest shifts in their surroundings. They display an intricate web of communication, utilizing subtle mandible clicks and antenna movements to relay vital information to one another. It is through this intricate language, unique to their kind, that they coordinate their movements and safeguard the collective welfare of the group. In their tireless quest for sustenance and greener pastures, the Thri-kreen exhibit a remarkable resilience and resourcefulness. The seem to not need sleep nor rest, and what they find, they eat - not shunning cannibalism. It is an honor to have witnessed their migrations. A living testament to the delicate balance of nature's tapestry.'' [[Category: Monsters]] [[Category: NPCs] 39de3bd40fb3d673f20c5d45b81452a8f8c0f9fd 333 332 2023-05-23T21:58:04Z TimorSol 2 wikitext text/x-wiki Mentioned in a famous journal by one sir Contelar Adnelis, a scholar-traveler that got separated from his party in the Shattered Teeth islands: ''Through meticulous study and patient observation, I have become accepted by a pack of the enigmatic Thri-kreen. I believe, though I sadly have no proof, that their inherent understanding of unity and collective purpose is something that made my observations possible, as I worked with them, hunted with them and ate with them - as with my own, staying on the fringes of their camp. These mantis-like beings, so attuned to the ebb and flow of the natural world, embark on remarkable journeys across vast stretches of land. I traveled with them, as we mutually learned about each other. It seems that as the seasons shift and resources dwindle in their current territories, the Thri-kreen heed an innate calling to seek new horizons. With meticulous precision, they gather in small cohesive groups, their antennae gently quivering with a shared understanding. In harmonious unison, they begin their arduous journey, guided by a primal instinct passed down through generations. Crossing treacherous terrains, traversing arid deserts, and venturing through dense jungles, the Thri-kreen navigate with uncanny efficiency. Their multi-limbed agility, honed over millennia, allows them to adapt effortlessly to the challenges posed by diverse landscapes. During their migration, the Thri-kreen remain vigilant, attuned to the subtlest shifts in their surroundings. They display an intricate web of communication, utilizing subtle mandible clicks and antenna movements to relay vital information to one another. It is through this intricate language, unique to their kind, that they coordinate their movements and safeguard the collective welfare of the group. In their tireless quest for sustenance and greener pastures, the Thri-kreen exhibit a remarkable resilience and resourcefulness. The seem to not need sleep nor rest, and what they find, they eat - not shunning cannibalism. It is an honor to have witnessed their migrations. A living testament to the delicate balance of nature's tapestry.'' [[Category: Monsters]] [[Category: NPCs]] 59b0fd84e82efc123ce0bd4374f02c91f15de742 334 333 2023-05-23T21:58:25Z TimorSol 2 wikitext text/x-wiki Mentioned in a famous journal by one sir Contelar Adnelis, a scholar-traveler that got separated from his party in the Shattered Teeth islands: ''Through meticulous study and patient observation, I have become accepted by a pack of the enigmatic Thri-kreen. I believe, though I sadly have no proof, that their inherent understanding of unity and collective purpose is something that made my observations possible, as I worked with them, hunted with them and ate with them - as with my own, staying on the fringes of their camp. These mantis-like beings, so attuned to the ebb and flow of the natural world, embark on remarkable journeys across vast stretches of land. I traveled with them, as we mutually learned about each other. It seems that as the seasons shift and resources dwindle in their current territories, the Thri-kreen heed an innate calling to seek new horizons. With meticulous precision, they gather in small cohesive groups, their antennae gently quivering with a shared understanding. In harmonious unison, they begin their arduous journey, guided by a primal instinct passed down through generations. Crossing treacherous terrains, traversing arid deserts, and venturing through dense jungles, the Thri-kreen navigate with uncanny efficiency. Their multi-limbed agility, honed over millennia, allows them to adapt effortlessly to the challenges posed by diverse landscapes. During their migration, the Thri-kreen remain vigilant, attuned to the subtlest shifts in their surroundings. They display an intricate web of communication, utilizing subtle mandible clicks and antenna movements to relay vital information to one another. It is through this intricate language, unique to their kind, that they coordinate their movements and safeguard the collective welfare of the group. In their tireless quest for sustenance and greener pastures, the Thri-kreen exhibit a remarkable resilience and resourcefulness. The seem to not need sleep nor rest, and what they find, they eat - not shunning cannibalism. It is an honor to have witnessed their migrations. A living testament to the delicate balance of nature's tapestry.'' [[Category: Monsters]] [[Category: NPC]] 4d5c854ada64093aea6c655e392eb577fe4d41c8 Standing Rock Headwaters 0 112 336 253 2023-05-24T09:22:47Z 2A00:F41:3806:F44B:D53F:BC87:7767:EAC0 0 wikitext text/x-wiki Seen from afar, the massive rock was a source of water for a river traveling northwards, situated in [[The Open Fields]]. Upon closer inspection, it seems that the Headwaters is home to some kind of water being that lives inside. There's a waterfall erupting from the stone, that may have a cave. Getting to the cave would require exquisite climbing skills or the usage of natural formations that form above the initial stretch of the river - with the risk of slipping and falling into the water. The river connects with the [[Naiad Headwaters|river to the east]], and flows into the ocean under the [[Spider Bridge|spider bridge]]. [[Category: Locations]] 07c6a2f8035dc0e493fde8c2bfe604836eca6059 Expedition Report 23 0 177 337 2023-05-30T20:00:40Z TimorSol 2 Created page with "===== Report from Chest ===== Hello, I'm not used to writing but Dante insisted. Something important about having everyone's perspective of expeditions. And so, I left [[Proto]] for the first time, without my brother. Instead, a group of adventurers much more experienced to this land, a bird man, a Demon man, a sad one, Jet and the mighty Thurrim. We followed the river coming out of Proto to the so called [[Fey Lake|Fey lake]]. We spent some time there, I asked..." wikitext text/x-wiki ===== Report from Chest ===== Hello, I'm not used to writing but Dante insisted. Something important about having everyone's perspective of expeditions. And so, I left [[Proto]] for the first time, without my brother. Instead, a group of adventurers much more experienced to this land, a bird man, a Demon man, a sad one, Jet and the mighty Thurrim. We followed the river coming out of Proto to the so called [[Fey Lake|Fey lake]]. We spent some time there, I asked some question to the sad one about the place before going for a flower chase, I found some nice purple flowers and took some for the road (I ate them on the way back to Proto, very fresh I recommend). I then followed the others as we left for the fabled [[Bronzewood]] I have been very excited to see! We got there fast and I have to say, I was not disapointed! This sight only was worth the trip to Oasis, and what came later in this expedition... I wanted to express my awe to [[Bronzewood Grove|the trees]] so I sat facing one, pulled out my drum and gave it my all. After my performance, the vibe in the wood shifted and I was sent a clear message it was not appreciated... I was litterally shrunked by shame as I followed silently the group to our next stop, [[Floating Rocks|The Floating Rocks]]. I did some foraging on the way there to change my mind and managed to capture enough hares to feed the whole group, a small boost to my gravely damaged confidence. I was still unable to appreciate the majesty of the giant pieces of ground levitating above my head when Abo and Jet flew to go explore it. I just stood there replaying what happened in the Bronzewood forest over and over again, bumed. I'm pretty sure that's the moment the sad elf was standing the closest to me in those 2 days. At some point Abo came back followed by [[Bat-like creatures|swarms of demon mosquitoes]], they were not much trouble although some of them strangely came back to life after being shredded. I understand more and more why Melora guided me to this place! After the confrontation Abo and jet went to check on the swarms nests before we traveled some more along the river to a wooded area where we spent the Night in Thurrim's magical hut taking turns for the watch. I went 3rd with Dante cause I cant see in the dark. We spotted a strange, static rectangle of light in the night but no dangers. In the morning we took the direction of the [[Naiad Headwaters|Naiad's Pool]]. I stayed in back as Dante told the tragic tale of the last expedition that tried to help the king. We didn't extend our stay any longer, making our way to the [[Standing Rock Headwaters|Rock Cave]] (whats that name anyway, aren't all caves rock?). Arriving there the water was flowing red with blood! Because of the long slipery stone path leading to the entrance I gladly agreed to take the form of a giant spider and carry everyone there. We were met by strange [[Blood Bulb|hovering blubs]] of blood that were quickly disposed of. We fearlessly kept going, entering the lair of our enemy. The corruption in the cave was much worst than the tales I had heard! We continued,staying away from the blood water, flesh covered walls surrounding us, one of the others cut something and the whole flesh cave reacted, it felt like being inside a giant devil. I remember being confident until I changed back to my natural form, I was striked by the gravity of the situation as blood blubs and [[Whelmer|whelmers]] started coming from everywhere, soon followed by the corrupted water elemental. What stroke true terror in my soul, something unlike anything I had felt before, was the dis-formed mass of human remains toped by a twisted humanoid head, apparently the fallen Prints! With him came the blood flood. Thurrim was standing in the middle of the fray, unshakable, surrounded by an aura of twilight, seemingly untouchable, quite the sight! I aspire to one day hold my ground like him to protect life. Everything went very fast but we did vanquished the corruption and the Cave went back to its non-fleshy form. We found a gem where the corrupted king was defeated and so we quickly went back to the Naiads hoping they could bring him back with the gem,in the end its Dante seaming it on a rock that did the trick, what do you know. The queen will enchant a pearl for us to thank us. After that, we started our journey back, encountered some armored frogs with great names: * r'Ih'n'Ih * r'Oohp'p'Oohp * n'Roosh * p'Des * d'Nouhp * p'Deeb-roleb * n'Louh Dante showed me his animal speaker skills, Im jealous, they were nice tho, the frogs I mean. We also crossed path with a halfling named Donald 'The Cornet' McCoy, would be scared of him taking a bite of me if he wasn't so small... Oh, I saw a bard playing a catchy song too, one I had never heard before about a druidess and a snake people, loved it! Wow this place is full of emotions! That's all I've got for this one but there will be more May Melora protect us in her warm embrace [[Category: Expedition Reports]] 5adda3088b095500cdab87b3b5cfc39c05c3af8a 338 337 2023-05-30T20:03:51Z TimorSol 2 wikitext text/x-wiki ===== Report from Chest ===== Hello, I'm not used to writing but Dante insisted. Something important about having everyone's perspective of expeditions. And so, I left [[Proto]] for the first time, without my brother. Instead, a group of adventurers much more experienced to this land, a bird man, a Demon man, a sad one, Jet and the mighty Thurrim. We followed the river coming out of Proto to the so called [[Fey Lake|Fey lake]]. We spent some time there, I asked some question to the sad one about the place before going for a flower chase, I found some nice purple flowers and took some for the road (I ate them on the way back to Proto, very fresh I recommend). I then followed the others as we left for the fabled [[Bronzewood]] I have been very excited to see! We got there fast and I have to say, I was not disapointed! This sight only was worth the trip to Oasis, and what came later in this expedition... I wanted to express my awe to [[Bronzewood Grove|the trees]] so I sat facing one, pulled out my drum and gave it my all. After my performance, the vibe in the wood shifted and I was sent a clear message it was not appreciated... I was litterally shrunked by shame as I followed silently the group to our next stop, [[Floating Rocks|The Floating Rocks]]. I did some foraging on the way there to change my mind and managed to capture enough hares to feed the whole group, a small boost to my gravely damaged confidence. I was still unable to appreciate the majesty of the giant pieces of ground levitating above my head when Abo and Jet flew to go explore it. I just stood there replaying what happened in the Bronzewood forest over and over again, bumed. I'm pretty sure that's the moment the sad elf was standing the closest to me in those 2 days. At some point Abo came back followed by [[Bat-like creatures|swarms of demon mosquitoes]], they were not much trouble although some of them strangely came back to life after being shredded. I understand more and more why Melora guided me to this place! After the confrontation Abo and jet went to check on the swarms nests before we traveled some more along the river to a wooded area where we spent the Night in Thurrim's magical hut taking turns for the watch. I went 3rd with Dante cause I cant see in the dark. We spotted a strange, static rectangle of light in the night but no dangers. In the morning we took the direction of the [[Naiad Headwaters|Naiad's Pool]]. I stayed in back as Dante told the tragic tale of the last expedition that tried to help the king. We didn't extend our stay any longer, making our way to the [[Standing Rock Headwaters|Rock Cave]] (whats that name anyway, aren't all caves rock?). Arriving there the water was flowing red with blood! Because of the long slipery stone path leading to the entrance I gladly agreed to take the form of a giant spider and carry everyone there. We were met by strange [[Blood Bulb|hovering blubs]] of blood that were quickly disposed of. We fearlessly kept going, entering the lair of our enemy. The corruption in the cave was much worst than the tales I had heard! We continued,staying away from the blood water, flesh covered walls surrounding us, one of the others cut something and the whole flesh cave reacted, it felt like being inside a giant devil. I remember being confident until I changed back to my natural form, I was striked by the gravity of the situation as blood blubs and [[Whelmer|whelmers]] started coming from everywhere, soon followed by the corrupted water elemental. What stroke true terror in my soul, something unlike anything I had felt before, was the dis-formed mass of human remains toped by a twisted humanoid head, apparently the fallen Prints! With him came the blood flood. Thurrim was standing in the middle of the fray, unshakable, surrounded by an aura of twilight, seemingly untouchable, quite the sight! I aspire to one day hold my ground like him to protect life. Everything went very fast but we did vanquished the corruption and the Cave went back to its non-fleshy form. We found a gem where the corrupted king was defeated and so we quickly went back to the Naiads hoping they could bring him back with the gem,in the end its Dante seaming it on a rock that did the trick, what do you know. The queen will enchant a pearl for us to thank us. After that, we started our journey back, encountered some armored frogs with great names: * r'Ih'n'Ih * r'Oohp'p'Oohp * n'Roosh * p'Des * d'Nouhp * p'Deeb-roleb * n'Louh Dante showed me his animal speaker skills, Im jealous, they were nice tho, the frogs I mean. We also crossed path with a halfling named Donald 'The Cornet' McCoy, would be scared of him taking a bite of me if he wasn't so small... Oh, I saw a bard playing a catchy song too, one I had never heard before about a druidess and a snake people, loved it! Wow this place is full of emotions! That's all I've got for this one but there will be more May Melora protect us in her warm embrace [[Category: Expedition Reports]] cebaf7c40c08010aeb807dbf894cb119ded651c2 Expedition Report 24 0 178 339 2023-05-30T20:38:53Z TimorSol 2 Created page with "Date: 3rd Cuersaar, 845 PD ===== Report by Elle ===== (originally written in cypher, some portions redacted for this posting) L- I’m not dead. I’m saying that to myself as much to you, but in the aftermath of my last ‘excursion’. It definitely requires stating. I took a gamble and tried to organize an expedition of my own making, just to purely survey and map an area that I thought needed improvement for future wanderings. Thankfully it turned out there were..." wikitext text/x-wiki Date: 3rd Cuersaar, 845 PD ===== Report by Elle ===== (originally written in cypher, some portions redacted for this posting) L- I’m not dead. I’m saying that to myself as much to you, but in the aftermath of my last ‘excursion’. It definitely requires stating. I took a gamble and tried to organize an expedition of my own making, just to purely survey and map an area that I thought needed improvement for future wanderings. Thankfully it turned out there were a few others that agreed with that goal, and thankfully they didn’t let me die. (More on that later.) [[Proto|P____]] is a strange place, people come and go, a small community is built and is reshaped by whoever is most focused on reshaping. I haven’t really found how I can be useful in the town itself, so I mostly stay low and hidden. I like P____, the tavern keeper especially. He’s a good sort and handy with keeping in the know. I think he must humor me at this point, as I haven’t been the best at maintaining my focus there. Three new companions on this trip. One, B____, arrived shortly after I did. Distinct Z______ accent, which of course I recognized instantly. I think you used to call his kind of arcanist a “blade wizard”, or at least that’s how he presented himself. He seem distinctly nonplussed to display any arcane simple tricks. Another, Z_____, appears to have a mixture of what I would say priest abilities and more combat-like sensitivities. Saved my skin. Healing magic is at a premium, and I would be bluntly spiderfood without them. The third, E____, a large hulking half-giant. Very handy in the wilds, though much to our chagrin, fallible to the natural confusion that seems to await us in every corner here P_____, who you may remember from a previous letter (assuming they arrive in order), also traveled with us. In some ways, he had a worse time than me. As I said, we were focused on surveying and mapping corrections, so intended to take our time and be thorough. I asked the party to humor me by stopping by the [[Fey Lake|Lake of U_____]], just to visit the animals briefly. I left them some toys and treats I had scrounged in town, though I do think they are just ‘animals’, as there minds don’t seem to carry language the same way others do. They are fun though, and remind me of C____ and O____. I do miss those cats. Have you gotten a new kitten? I know you were worried about work travel and keeping a housepet. I think about whether I should allow myself a companion of sorts here. One of the locals has a very useful familiar J__ (described previously), that has me wondering how to do something similar myself. I know you have I__ S___, and he’s been a good friend and partner to you for a long time. J__ seems to be much along those lines. I digress. We traveled, and traveled, and traveled. The maps we had were incomplete, so we did our best to fill in gaps, rearrange locations of rivers and landmarks, and generally take advantage of some arcane flight, a spyglass, and some time. I think it worked? I guess only time will tell. But, death awaits around every corner here, and despite our patience, we wandered straight into a [[Giant Spider|spiders]]’ web in a new forest. It was…. Well, a harrowing experience. I don’t remember exactly how many times I went unconscious (at least once), but I certainly would have perished without the intervention of some well-timed divine magic and luck. One of the spiders attempted to take me away for a later snack, and unlucky P____ essentially started the combat being turned into a munchable and didn’t get much of an opportunity to participate. I personally only became useful once we were able to take advantage of the spiders fear of flame, having (somehow) set their web on fire, it made a good barricade against further attacks. We did find an interesting [[Water Advanced Purification Device|contraption]], a large metal beast of a thing some 150 pounds or so. Certainly a musical instrument, but has some magical aspect we couldn’t quite put our finger on. I think it must likely have been some sort of water-powered horn symphonium. Hopefully we’ll get to hear it play soon. (a hastily written new page) I’m uncertain why or how, but the abilities you tried to teach me have finally clicked. The mental communication I have practiced for some many years is now finally two ways. Is it this place that triggered it? If so, then I must continue my search for (The cypher becomes unintelligible for several paragraphs, as though written too quickly and incorrectly) And I have a book/author recommendation for you. A lovely little book by Mortimer J. Bonesworth called “[[All My Friends are Dead (book)|All My Friends are Dead]]”. It’s the exact sort of thing that M____ would love. I know she’s always fascinated by that sort of thing. I wish I could see how big she is now. I assume, If you can find Bonesworth’s other works, they would be equally amusing. Much love, as always, your brother, E. ===== Report by Booker ===== Booker's Notizbuch 3rd Cuersaar, 845 PD After four days in town, am pleased to be back out into the wilds - had enough of drinking and fending off Borg's proselytising about the 'Lord of Blades' for now. Aptly, [[TOMB]]'s newly enchanted rapier was ready, so grabbed it for its inaugural outing. The strange boy who organised the expedition had a notion to visit the source of [[Proto]]’s river. Odd place; all manner of animals, both predator and prey, unnaturally docile around one another. According to reports, they are subservient to some so-called 'king' of the lake, [[Ulorian, the River King|Ulorian]]. Made no appearance himself, but any who must use magic to keep their subjects submissive is unworthy of leadership. E.L. left some strange contraption for either the cat or the fox, but honesty, I lost interest. The half-giant navigating then led us south-west, passing the oft-reported arch (part of this intriguing arcane teleportation system no doubt) and onward, arriving not at the intended logging camp as, but by some river’s source. Group decided to map our route so far, and survey the area; nearby marshland was a point of interest, but not exactly appealing. Seems previous treks this way entirely missed a river on their reports too - amateurs. By the time these activities were finished with, it was dark, so threw up the dome to sleep in. The indecisive arschlöcherthen decided we might travel a little further, so I dismissed it - then they changed their minds again, too scared to test Oasis's nightlife. Mein Götter! 4th Cuersaar, 845 PD Die Dinge sind nicht immer wie sie scheinen. Even the most rudimentary dangers can catch you unawares, a lesson Master Becke drummed into us time and again. It is good then, I suppose, to not be travelling alone in this place. Mostly… Believing me someone with whom to trifle, Zulfikar took advantage of the generosity of my shelter, deciding to wake me not long after I'd fallen asleep, despite explicit instructions to the contrary. Should I also sit and take watch, as well as providing this shelter? Perhaps he would also like me to wipe his arse? Scheißkerl… Awoke properly in the early hours, rested but still in darkness. Passed the time in conversation. E.L. is fascinated with proper magic, asking for a demonstration. Could have shown him a thing or two, but wasn't really in the mood to play the role of performing imp. Besides, didn't think he'd enjoy a firebolt up the backside. At first light, headed south, and then east-ish to explore the area beyond the rivers. Ekanir appeared to be having trouble navigating however, and we trekked for some time, not appearing to make much progress. Very dull, so decided to pay Zulfikar back for his annoyance last night by tripping him with what was formerly his own sword. Worked a treat - however as I laughed, shouts came from the rest of the group ahead - their feet were stuck fast in an extensive web, and five [[Giant Spider|giant spiders]] bore down on them before either of us could react. Scheiße. Phaelan succumbed almost immediately. Ekanir fought bravely, surrounded by snapping jaws, and set fire to the webbing, but had to quickly withdraw, leaving the elf to be dragged away by the largest - a two-headed monstrosity. E.L. fared little better, although he managed to scare off one that attacked him - unfortunately sending it my way. To make matters worse, I could not for the life of me hit anything. Hurensohn, did I not tell them the blade was too long? Interrupting the delicate balance of dunamantic transference, resulting in…well, no matter; Zulfikar was thankfully on form, slaying three of the creatures almost single-handedly. Were it not for him, we might have lost someone permanently, to be pre-digested by the spiders’ venom and devoured in liquid form - such a thing does not bear thinking about. Incinerated the final spider with a more typically accurate bolt of arcane fire. Furthermore, had I not tripped Zulfikar, he too would have been stuck, so can certainly take more than a little credit for our victory. Satisfied no more arachnids would pounce on the group, we stopped to rest a spell. Spent the rest of the day charting the immediate area; from the air, spotted several points of interest: a diseased grove of trees in the middle of the marsh; a shack in the middle of one of the rivers; and something shining in the tributary of the other nearby watercourse. Made our way back north via the latter, finding a large, heavy metal [[Water Advanced Purification Device|contraption]] on the riverbed. Reminded me of the kinds of apparatus they like to build in Hupperdook, and was clearly special; absolutely reeked of transmutation magic. The way it’s built, with all the valves, and where we found it, I believe it it some kind of purification device. A couple of the others raised it from the water and brought it back to Proto. Guess poor Prints could have used something like that to sublimate the contaminated aquatic beings that led to his death. Off to speak to Herr Borg about a project. Something to do with cataloguing the town’s rumours to better focus adventurers’ efforts. Hopefully will make it to bed before sunrise. [[Category: Expedition Reports]] 3f41da9f14279b2c5d55180c2a53230308d90960 Giant Spider 0 179 340 2023-05-30T21:00:14Z TimorSol 2 Created page with "Giant Spiders are large, predatory arachnids commonly encountered in dimly lit and secluded areas. With their eight spindly legs and venomous bite, they are formidable hunters adept at ensnaring and subduing their prey. These arachnids are known for their ability to swiftly navigate across various surfaces, their agility unmatched in their natural habitat. Their multiple eyes provide keen vision in low-light conditions, making them highly effective at ambushing unsuspect..." wikitext text/x-wiki Giant Spiders are large, predatory arachnids commonly encountered in dimly lit and secluded areas. With their eight spindly legs and venomous bite, they are formidable hunters adept at ensnaring and subduing their prey. These arachnids are known for their ability to swiftly navigate across various surfaces, their agility unmatched in their natural habitat. Their multiple eyes provide keen vision in low-light conditions, making them highly effective at ambushing unsuspecting victims. Beware their venom, as it can induce paralysis and leave even the most valiant adventurers at their mercy. [[Category: Monsters]] 439c144e53c663c0a0d49bf0ca5b9ad540087fa0 Water Advanced Purification Device 0 180 341 2023-05-30T21:03:05Z TimorSol 2 Created page with "The Water Advanced Purification Device is a large, mystical apparatus constructed of intricate metal components. Standing at an impressive 8 feet in length and 3 feet in width, this magical device harnesses powerful enchantments to purify water from any source. As water is channeled through its complex network of conduits and chambers, the device employs arcane energies to remove impurities, toxins, and even magical contaminants. The purified water emerges crystal clear..." wikitext text/x-wiki The Water Advanced Purification Device is a large, mystical apparatus constructed of intricate metal components. Standing at an impressive 8 feet in length and 3 feet in width, this magical device harnesses powerful enchantments to purify water from any source. As water is channeled through its complex network of conduits and chambers, the device employs arcane energies to remove impurities, toxins, and even magical contaminants. The purified water emerges crystal clear and imbued with a subtle, revitalizing energy. The device's imposing weight of 160 pounds ensures stability during the purification process. [[Category: Lore]] 5eeff6c7ded9d16937cd74bcf31f6e10b8e48e3e All My Friends are Dead (book) 0 181 342 2023-05-30T21:07:24Z TimorSol 2 Created page with "The funny book is in the ownership of one of the Lorekeepers. It was written by Mortimer J. Bonesworth. It contains: A page featuring a group of misfit undead: On this page, you'll find a collection of quirky undead creatures, including a clumsy zombie, a forgetful skeleton, a mopey ghost, and a mischievous poltergeist. Despite their differences, they find camaraderie in their shared state of existence. A chapter on undead pets: This section explores the unconv..." wikitext text/x-wiki The funny book is in the ownership of one of the Lorekeepers. It was written by Mortimer J. Bonesworth. It contains: A page featuring a group of misfit undead: On this page, you'll find a collection of quirky undead creatures, including a clumsy zombie, a forgetful skeleton, a mopey ghost, and a mischievous poltergeist. Despite their differences, they find camaraderie in their shared state of existence. A chapter on undead pets: This section explores the unconventional world of undead pets. From zombie dogs that shuffle around aimlessly to skeletal cats that chase spectral mice, readers will discover the peculiar and sometimes endearing companionship of these unconventional creatures. An interview with a reanimated historical figure: In this interview-style page, readers get a glimpse into the life of a reanimated historical figure. Whether it's a zombified Shakespeare sharing his thoughts on writing or a skeletal Cleopatra recounting her ancient tales, the book offers a whimsical exploration of what it might be like if famous figures from the past were brought back as undead. A guide to undead fashion: This chapter delves into the stylish side of the undead, showcasing their unique fashion choices. From trendy zombie attire to skeletal fashion accessories, readers can explore the avant-garde world of undead fashion and discover that even in death, one can make a bold statement. A section on undead holidays: Discover the peculiar celebrations of the undead world. From the annual "Day of the Restless" where zombies gather for a slow-paced parade, to the "Spectral Ball" where ghosts twirl and dance in ethereal elegance, readers will be introduced to the festive and sometimes macabre traditions of undead holidays. Example entries: Zombies and skeletons are common undead creatures, driven by instinct and lacking traditional brains. Ghosts and poltergeists, on the other hand, are ethereal beings without physical forms or brains, yet exhibiting consciousness. Bodaks and ghasts are transformed entities, stripped of memories and driven by hunger or primal instincts rather than a functioning brain. Revenants and vampires are distinct undead entities. Revenants are tormented souls seeking vengeance, possessing intelligence and consciousness. Vampires, immortal beings sustained by blood, retain intellect, consciousness, and functioning brains. The next page is a pop-up page, a big paper orb forms from origami. In the realm of darkness, we find death tyrants, eye-dominated undead beholders without traditional brains. Allips, spectral entities born of anguish, lack physical brains but are driven by emotions. At the apex of undead power are liches, powerful spellcasters who achieve immortality by anchoring their souls to phylacteries. As undead beings, they possess formidable intellect and consciousness, employing dark magic to further their sinister goals. [[Category: Lore]] 33a352db0c0bd8e1cc70f1555170e31d12a455f3 Expedition Report 25 0 182 343 2023-05-30T21:52:56Z TimorSol 2 Created page with "===== Report by Booker ===== 5th Cuersaar, 845 PD Headed out today without what is apparently customary in Oasis: an elf. Do not think an expedition has yet left [[Proto]] without one. The alchemist Daisy Butler was due to join, but she was nowhere to be found, so had to leave without her. Of those who did make it, all were new to me: a tall tiefling in chainmail, and the firbolg brothers - acolytes of the Wildmother who have made a shrine in town for animals. Pointed..." wikitext text/x-wiki ===== Report by Booker ===== 5th Cuersaar, 845 PD Headed out today without what is apparently customary in Oasis: an elf. Do not think an expedition has yet left [[Proto]] without one. The alchemist Daisy Butler was due to join, but she was nowhere to be found, so had to leave without her. Of those who did make it, all were new to me: a tall tiefling in chainmail, and the firbolg brothers - acolytes of the Wildmother who have made a shrine in town for animals. Pointed out some of the [[Tree Markings|navigation markers]] to the cemetery and the [[Dwarven Falls|Dwarf Falls]] to the first-timers, before arriving again at the [[Fey Lake]]. While the others traded miaows with [[Salem]], wandered to where E.L. placed his toy contraption a couple of days ago. Found it dislodged; shredded feathers and paw prints everywhere. Might have some sport and tell him die Katze hasn't seemed bothered with it. Attempts were made to summon the '[[Ulorian, the River King|king]]', but he deigned them too insignificant to speak with. Probably a good thing. That said, am growing more concerned about this place the more I think about it - or to be more precise, this Ulorian character. For such a pompous and temperamental individual to hold sway over Proto’s only source of clean water feels incredibly perilous. One foot wrong, and we are held hostage. Due west from there, through woodland to the curious ringing grove. Abo arrived at this point, having heard we were one short; decent of him, despite die Scheiße I give him. He is just too easy to bait... The firbolgs stopped here to drum, having [[Rumors|heard rumours]] of guardian spirits; and what do you know, they were right. Tiny creatures came out and surrounded Face, appearing to enjoy the rhythms. Someone tried speaking with them, but it became clear they do not even have mouths. No particular interest in this location myself, but still - interesting. From there, trekked north-west for some time, crossing a couple of watercourses, aiming to pass [[Troll Hut|a hut]] which reportedly belonged to a troll. Stopped to poke around, but less than nothing of value there. As Abo and Chest (shape-changed into a giant spider - not exactly my favourite form after yesterday's travesty) scouted nearby rock formation, from nowhere a large brown bear charged straight for me, raking its claws down my chest before I could draw steel. Thankfully, the others were on-hand. Quickly it became apparent there was more to this beast; the braided fur under its chin the main clue that all was not what it seemed. Face made to defuse the situation, but it took further violence before it morphed into a shaggy, bearded man, giving us the name [[Auberon]]. Really?? Ha! 'Royal bear' mein Arsch. Claimed some kind of rabidity as the cause for his attack. Also, no affiliation with the known [[Lycanthropes|tribe of lycans]], but I am dubious of both pleas. Let him go with a warning before continuing on the same heading as before. Little else to report before we settled down for the night. Werebear aside, it’s been unnaturally quiet today. Not sure I like that. 6th Cuersaar, 845 PD After yesterday’s relative inaction, and an equally quiet night, it seemed the appetite for adventure had subsided. Perhaps those who are new had their fill of this first taste, but after a quick aerial survey from Abo, the group decided to head back to Proto. From his vantage he spotted the [[Spider Bridge|spider-infested bridge]] encountered a week past, but not too much else. Returned to town without issue. Swung by the lake again to 'collect' the cat - not sure how [[Ulorian, the River King|Ulorian]] is going to like that, but fuck him. Got a few days off before heading out to the cemetery, and Herr Borg wishes my help with a detective and scout agency, to better organise expeditions. This sounds very reasonable; in future I think I will leave potential ‘dry runs’ to newcomers, and focus my efforts on more profitable exploits. [[Category: Expedition Reports]] 4dec6af36f12ea84172242606ab6303f1d0f0626 Auberon 0 183 344 2023-05-30T21:54:54Z TimorSol 2 Created page with "A hulking werebear that likes to keep himself isolated from any external forces. Auberon is currently residing in the [[Troll Hut]], where he has been first encountered and cured of a disease he got while fighting some canine creatures. [[Category: NPC]]" wikitext text/x-wiki A hulking werebear that likes to keep himself isolated from any external forces. Auberon is currently residing in the [[Troll Hut]], where he has been first encountered and cured of a disease he got while fighting some canine creatures. [[Category: NPC]] 191dc49e71e965f1bc8bd4e4cd7757d1d9bb3850 Expedition Report 27 0 184 345 2023-05-31T21:23:21Z TimorSol 2 Created page with "Date: 10th Cuersaar ===== Report by Booker ===== Booker's Notizbuch 9th Cuersaar, 845 PD Dieses Scheißinsel. Will try to keep this one as short as possible; much work to do this night, and little time in which to complete it. Went to this ‘[[Old Cemetery|cemetery]]’ so feared by the town that none have been back there in nearly seven weeks. Little more than a rough patch of earth next to a cliff. Disturbed earth all around, but unsure as to the cause. Daisy Bu..." wikitext text/x-wiki Date: 10th Cuersaar ===== Report by Booker ===== Booker's Notizbuch 9th Cuersaar, 845 PD Dieses Scheißinsel. Will try to keep this one as short as possible; much work to do this night, and little time in which to complete it. Went to this ‘[[Old Cemetery|cemetery]]’ so feared by the town that none have been back there in nearly seven weeks. Little more than a rough patch of earth next to a cliff. Disturbed earth all around, but unsure as to the cause. Daisy Butler, missing from my previous outing, made this one. Wish she had not. It was she who had been before, and pointed out an entrance of sorts down the rockface. Attempts made to rappel down largely disastrous, requiring remedial spellcraft. Zulfikar made it in first, and lit up like a Winter’s Crest tree, attracted a pack of large, feral rats to him. Sprinted to his aid, confident in my ability to hold off these simple, lumbering creatures… Over-confident, dummes Arschloch. Under a rain of blows, one sunk its vile, disease-ridden fangs into me not once but twice. Within moments, felt my body surrender to some vicious, fast-acting contagion, and watched in dismay as my legs gave way, my vision blurring, sending me tumbling into oblivion. Confusing images flashed before me. Have no concept of how long I was out, although Zulfikar told me it was less than a minute. In that time, I dreamed of. Not memories of which I have any recall, nor did I feel in my own body, and yet - strangely familiar. Comfortable. Another life? I felt the panicked horror of drowning, screaming, my lungs filling with water; trapped and unable to escape. I felt myself torn apart, my innards stretched out infinitely, the plaything of some unspeakable cruelty. I felt my mind beginning to crumble… …and then I awoke with a gasp. Would likely have cried out, if not for Zulfikar’s hand over my mouth, and his finger pressed to his lips. Thurrim later told me they were undead, but Moonweaver’s blessing accounted for more than half of them. The others had taken out the rest, but yet more scuffling noises from nearby indicated further danger. He’d summoned his dome around us - and not a minute too soon, as at first one, then another, and then increasing swarms of small, mutated rats with spined backs began sniffing around the exterior. As we recovered, something even worse; a great knot of them shambled around the corner of the tunnel, entangled with bones, skulls, flesh, all sharp teeth and tiny eyes, flowing as one. Was clear they could all smell us; their rabid, feverish scratching at the extremities of the barrier left little doubt. Concocted a plan to blockade the largest mass and deal with as much as possible before taking care of this rat ‘king’. Was ist mit den Königen an diesem verdammten Ort los? Worked a treat, excepting some nasty-looking wounds for Daisy and Zulfikar. These monsters dealt with, we continued, finding the mass of broken furniture and wooden remnants serving as some kind of barrier. As the others took it apart, a sealed crypt door was revealed. Investigation unveiled script across the arch - none of the others could read it, but as I stepped up, was surprised to see my own native tongue. It read “Du warst immer das Licht dieses Ortes” - “you were always the light of this place” in the common tongue. A touching tribute no doubt, but clearly a clue. Used the illuminative quality of the lightkeeper’s hat, the etching shone gold for a moment - before an explosion of arcane fire erupted from the doorway, engulfing myself, Zulfikar and Daisy. Crowded around like absolute children and tapped for arcane craft as I was, I took the full brunt, unable to dodge - and Qualli. Incinerated in an instant, my poor girl. Amateur! Beyond, a crypt. Five caskets, covered in dust and cobwebs, undisturbed for centuries no doubt. A crowbar was produced, and Daisy and Zulfikar teamed up to crack the lid of the furthest, most prominent of them. It was this, I think, which sealed their dooms. To not check for traps once was careless. A second time was cretinous. None among us thought to even look. I could have prevented both explosions if I had just fucking thought for a second.* Depp. Verdammter Dummkopf!* Searing light. Burning radiance. Pain. When our eyes cleared, there she was, rising staggeringly to her feet: a shrouded figure in decayed linen; the epitome of foul necromancy and potent malice. On each side, another shambling, armoured undead monstrosity, hollow-eyed and full of ill intent. We could have done nothing else but run. They pursued us, of course. E.L. and I made it out of the room, but more deadly flashes behind us illuminated the darkness. It was then we realised the effects of those wounds on Zulfikar and Daisy; their bodies - slowed, exhausted - could not move as fast, nor take as much punishment, at exactly the worst moment. That withered, atrophied avatar of malevolence in the tomb had spellcraft. I pointed a firebolt into the room and downed one of her guards, but she stumbled out and pointed a gnarled finger, speaking something I could not hear through the ringing in my ears. The others were engulfed in a cloud of thick yellow-green fog, causing them to cough and retch, obscuring the antechamber from view. As I joined E.L. at the far side, out of its way. Thurrim, his divine twilight glowing, stumbled from the miasma to join us - but the other two never left it. A defiant, bellowed scream from Zulfikar urged us to run, followed only by that hideous walking cadaver, covered in flour so that we might see her - the damnable Miststückhad made herself invisible! So, we fled. Thurrim battled on bravely, firing spells her way, and taking them in return: an arc of lightning burst from her eyes, almost frying the cleric, followed by a blast of icy air that overwhelmed me. As he has many times over for his comrades, Thurrim’s healing magic spurred me on just enough to dive out of the tunnel entrance and to safety. E.L., who had made it out first, had a barrage of questions. Where were Daisy and Zulfikar? What happened to that creature? What would we do now? I had not the mental capacity to answer him. I could barely stand, let alone think. The journey back to Proto was made in stunned silence, trying to put together the pieces of what happened. Why had we pressed on, so tapped, so exhausted? Why had I not insisted we withdraw? I sit here now full of anger and regret, but also thoughts of vengeance. I realised, nearing town, that this unnatural being…we likely know who she is: the reverent burial; the touching epitaph above her tomb, inscribed in Zemnian; the arcane protections afforded her. She is what remains of Natasha Fuchs, the woman so cherished by the lightkeeper. How and why she now walks again, a twisted marionette, I do not know - but when we return, tomorrow, we will end her again, once and for all. She will burn, if it’s the last thing I do. ===== Report by Elle ===== (originally written in cypher, some portions redacted for this posting) L.- Yes, I still live. I suppose I will continue to start my letters that way until I feel I have a handle on Oasis. I don’t. I feel that I’m in over my head. There are deep, deep magics here that I have no understanding of and can’t even recognize. You always told me self-preservation comes first, and I never forgot that lesson. It’s hard to feel good about it though. This one was supposed to be straightforward, or at least a minor threat that needed cleaning out. I suppose I should have been clued-in by the lorekeepers here, laying out all possible types of undead from indifferent to powerful in front of my eyes, but I couldn’t really interpret how the cemetery might turn out. Ah, yes, the cemetery. An old one here, not far from P___. Old, and by old, I mean ‘the’ old inhabitants. Exactly the sort of thing you said I should look into. This was B_____’ s plan, go clear out the corruption. Seemed straightforward, and I agreed to tag along in whatever capacity I could assist with. Not even a day’s travel to reach there, and we could tell the burials had been disturbed, like dug through and collapsed. Hard to tell how often or how recent. But… to some degree desecrated. The inhabitants here have taken to throwing wooden coffins off the cliffs - attached to chains - the coffins and bodies to then be broken apart by the waves against the rocky shore. I see the metaphor now, though I didn’t at first. There is a sort of tunnel entrance in the cliffs that leads to a catacomb-like system under the actual cemetery. That was… problematic, unfortunate too, as it divided up the group and inside the tunnels were a variety of rats, giant and small, and clusters of both living ones and dead ones. It was… well, nothing is unusual anymore, so a better would be… normal? Normal for Oasis. The first combat was dangerous, but I stayed back. The rats carried some sort of disease… a ‘rot’ from what I could gather the others discussing. And as we rested in one of the ‘huts’ that the casters can create, a sort of rat agglomerated monster came knocking on the magical barrier. More rats and more rats appeared (normal… ish ones this time). This combat wasn’t overly dangerous, so we proceeded to move deeper into the tunnels. One of the party had been here before. Daisy, an elven scout or thief (or both). This was my first time on an expedition with Daisy, though I had seen them around town of course. I honestly, don’t know much about them, alas. So Daisy led us onward into the tunnels towards a sort of barricaded tomb door with Z____ writing across the top. B____ could read it, though a part of me wishes I had been able to. Didn’t get far enough in my studies, or didn’t have the aptitude the way you did. Both. B____ cast light onto the door, and a magical trap exploded. This was a major blow that I didn’t recognize how heavy at the time. It should have been enough for us to walk away and regroup, and at least one person suggested it. But I am not a leader. It’s not… I mean, you are good at it. I’m not. It was a tomb. Four or five sarcophagi, one larger than the rest. And we could see the large one was damaged so we began to open it. I can hear you right now reading this. Did you throw this page down and walk away? How long did you rant at I___ about what an idiot brother you have? “How could he have ever made his 20th year? Did he not learn anything from the years of lessons? Moron! Imbecile!“ How many languages did you curse in? Should I have stopped everyone right then and demanded we walk away? Should I have made everyone pause and re-evaluate the potential dangers of traps and magical glyphs and so on and so forth? Yes, to almost all of that. I suppose… our eagerness to solve the problem got the better of us. It was something magical in that tomb, a woman… at one point… mummified, but still magical - deeply magical, somehow drawing the rats to herself in her post-death state. The radiating trap that hit us as the lid came off was terrible, and she was even more so. I ran, tried to drag the others too, but… Well, two didn’t come out. Daisy and Z_____, who had saved my life not just a few days ago. T_____ did his best to hold back the undead threat, but B____ and I had to run. B____ is extremely angry, and I believe he is joining a group to head directly back out. I hope to report in my next letter that this undead mummy creature is no more. I am going to spend a few days trying to pack my brain with as many details about the magic of this place as I can. The lorekeepers here do have a good depth of knowledge and books. Guess your idiot brother is going back to school for some time. There is a… I don’t know, an itch somewhere in my mind that feels familiar and yet different from before. Is that how it always works for you? Is that when you know something is coming? A new gift? Your brother, sending his love, E. 25f4069f547f689b4d6623928b3181e3ab72b6f7 346 345 2023-05-31T21:25:18Z TimorSol 2 wikitext text/x-wiki Date: 10th Cuersaar ===== Report by Booker ===== Booker's Notizbuch 9th Cuersaar, 845 PD Dieses Scheißinsel. Will try to keep this one as short as possible; much work to do this night, and little time in which to complete it. Went to this ‘[[Old Cemetery|cemetery]]’ so feared by the town that none have been back there in nearly seven weeks. Little more than a rough patch of earth next to a cliff. Disturbed earth all around, but unsure as to the cause. Daisy Butler, missing from my previous outing, made this one. Wish she had not. It was she who had been before, and pointed out an entrance of sorts down the rockface. Attempts made to rappel down largely disastrous, requiring remedial spellcraft. Zulfikar made it in first, and lit up like a Winter’s Crest tree, attracted a pack of large, feral rats to him. Sprinted to his aid, confident in my ability to hold off these simple, lumbering creatures… Over-confident, dummes Arschloch. Under a rain of blows, one sunk its vile, disease-ridden fangs into me not once but twice. Within moments, felt my body surrender to some vicious, fast-acting contagion, and watched in dismay as my legs gave way, my vision blurring, sending me tumbling into oblivion. Confusing images flashed before me. Have no concept of how long I was out, although Zulfikar told me it was less than a minute. In that time, I dreamed of. Not memories of which I have any recall, nor did I feel in my own body, and yet - strangely familiar. Comfortable. Another life? I felt the panicked horror of drowning, screaming, my lungs filling with water; trapped and unable to escape. I felt myself torn apart, my innards stretched out infinitely, the plaything of some unspeakable cruelty. I felt my mind beginning to crumble… …and then I awoke with a gasp. Would likely have cried out, if not for Zulfikar’s hand over my mouth, and his finger pressed to his lips. Thurrim later told me they were undead, but Moonweaver’s blessing accounted for more than half of them. The others had taken out the rest, but yet more scuffling noises from nearby indicated further danger. He’d summoned his dome around us - and not a minute too soon, as at first one, then another, and then increasing swarms of small, mutated rats with spined backs began sniffing around the exterior. As we recovered, something even worse; a great knot of them shambled around the corner of the tunnel, entangled with bones, skulls, flesh, all sharp teeth and tiny eyes, flowing as one. Was clear they could all smell us; their rabid, feverish scratching at the extremities of the barrier left little doubt. Concocted a plan to blockade the largest mass and deal with as much as possible before taking care of this rat ‘king’. Was ist mit den Königen an diesem verdammten Ort los? Worked a treat, excepting some nasty-looking wounds for Daisy and Zulfikar. These monsters dealt with, we continued, finding the mass of broken furniture and wooden remnants serving as some kind of barrier. As the others took it apart, a sealed crypt door was revealed. Investigation unveiled script across the arch - none of the others could read it, but as I stepped up, was surprised to see my own native tongue. It read “Du warst immer das Licht dieses Ortes” - “you were always the light of this place” in the common tongue. A touching tribute no doubt, but clearly a clue. Used the illuminative quality of the lightkeeper’s hat, the etching shone gold for a moment - before an explosion of arcane fire erupted from the doorway, engulfing myself, Zulfikar and Daisy. Crowded around like absolute children and tapped for arcane craft as I was, I took the full brunt, unable to dodge - and Qualli. Incinerated in an instant, my poor girl. Amateur! Beyond, a crypt. Five caskets, covered in dust and cobwebs, undisturbed for centuries no doubt. A crowbar was produced, and Daisy and Zulfikar teamed up to crack the lid of the furthest, most prominent of them. It was this, I think, which sealed their dooms. To not check for traps once was careless. A second time was cretinous. None among us thought to even look. I could have prevented both explosions if I had just fucking thought for a second.* Depp. Verdammter Dummkopf!* Searing light. Burning radiance. Pain. When our eyes cleared, there she was, rising staggeringly to her feet: a shrouded figure in decayed linen; the epitome of foul necromancy and potent malice. On each side, another shambling, armoured undead monstrosity, hollow-eyed and full of ill intent. We could have done nothing else but run. They pursued us, of course. E.L. and I made it out of the room, but more deadly flashes behind us illuminated the darkness. It was then we realised the effects of those wounds on Zulfikar and Daisy; their bodies - slowed, exhausted - could not move as fast, nor take as much punishment, at exactly the worst moment. That withered, atrophied avatar of malevolence in the tomb had spellcraft. I pointed a firebolt into the room and downed one of her guards, but she stumbled out and pointed a gnarled finger, speaking something I could not hear through the ringing in my ears. The others were engulfed in a cloud of thick yellow-green fog, causing them to cough and retch, obscuring the antechamber from view. As I joined E.L. at the far side, out of its way. Thurrim, his divine twilight glowing, stumbled from the miasma to join us - but the other two never left it. A defiant, bellowed scream from Zulfikar urged us to run, followed only by that hideous walking cadaver, covered in flour so that we might see her - the damnable Miststückhad made herself invisible! So, we fled. Thurrim battled on bravely, firing spells her way, and taking them in return: an arc of lightning burst from her eyes, almost frying the cleric, followed by a blast of icy air that overwhelmed me. As he has many times over for his comrades, Thurrim’s healing magic spurred me on just enough to dive out of the tunnel entrance and to safety. E.L., who had made it out first, had a barrage of questions. Where were Daisy and Zulfikar? What happened to that creature? What would we do now? I had not the mental capacity to answer him. I could barely stand, let alone think. The journey back to Proto was made in stunned silence, trying to put together the pieces of what happened. Why had we pressed on, so tapped, so exhausted? Why had I not insisted we withdraw? I sit here now full of anger and regret, but also thoughts of vengeance. I realised, nearing town, that this unnatural being…we likely know who she is: the reverent burial; the touching epitaph above her tomb, inscribed in Zemnian; the arcane protections afforded her. She is what remains of Natasha Fuchs, the woman so cherished by the lightkeeper. How and why she now walks again, a twisted marionette, I do not know - but when we return, tomorrow, we will end her again, once and for all. She will burn, if it’s the last thing I do. ===== Report by Elle ===== (originally written in cypher, some portions redacted for this posting) L.- Yes, I still live. I suppose I will continue to start my letters that way until I feel I have a handle on Oasis. I don’t. I feel that I’m in over my head. There are deep, deep magics here that I have no understanding of and can’t even recognize. You always told me self-preservation comes first, and I never forgot that lesson. It’s hard to feel good about it though. This one was supposed to be straightforward, or at least a minor threat that needed cleaning out. I suppose I should have been clued-in by the lorekeepers here, laying out all possible types of undead from indifferent to powerful in front of my eyes, but I couldn’t really interpret how the cemetery might turn out. Ah, yes, the cemetery. An old one here, not far from P___. Old, and by old, I mean ‘the’ old inhabitants. Exactly the sort of thing you said I should look into. This was B_____’ s plan, go clear out the corruption. Seemed straightforward, and I agreed to tag along in whatever capacity I could assist with. Not even a day’s travel to reach there, and we could tell the burials had been disturbed, like dug through and collapsed. Hard to tell how often or how recent. But… to some degree desecrated. The inhabitants here have taken to throwing wooden coffins off the cliffs - attached to chains - the coffins and bodies to then be broken apart by the waves against the rocky shore. I see the metaphor now, though I didn’t at first. There is a sort of tunnel entrance in the cliffs that leads to a catacomb-like system under the actual cemetery. That was… problematic, unfortunate too, as it divided up the group and inside the tunnels were a variety of rats, giant and small, and clusters of both living ones and dead ones. It was… well, nothing is unusual anymore, so a better would be… normal? Normal for Oasis. The first combat was dangerous, but I stayed back. The rats carried some sort of disease… a ‘rot’ from what I could gather the others discussing. And as we rested in one of the ‘huts’ that the casters can create, a sort of rat agglomerated monster came knocking on the magical barrier. More rats and more rats appeared (normal… ish ones this time). This combat wasn’t overly dangerous, so we proceeded to move deeper into the tunnels. One of the party had been here before. Daisy, an elven scout or thief (or both). This was my first time on an expedition with Daisy, though I had seen them around town of course. I honestly, don’t know much about them, alas. So Daisy led us onward into the tunnels towards a sort of barricaded tomb door with Z____ writing across the top. B____ could read it, though a part of me wishes I had been able to. Didn’t get far enough in my studies, or didn’t have the aptitude the way you did. Both. B____ cast light onto the door, and a magical trap exploded. This was a major blow that I didn’t recognize how heavy at the time. It should have been enough for us to walk away and regroup, and at least one person suggested it. But I am not a leader. It’s not… I mean, you are good at it. I’m not. It was a tomb. Four or five sarcophagi, one larger than the rest. And we could see the large one was damaged so we began to open it. I can hear you right now reading this. Did you throw this page down and walk away? How long did you rant at I___ about what an idiot brother you have? “How could he have ever made his 20th year? Did he not learn anything from the years of lessons? Moron! Imbecile!“ How many languages did you curse in? Should I have stopped everyone right then and demanded we walk away? Should I have made everyone pause and re-evaluate the potential dangers of traps and magical glyphs and so on and so forth? Yes, to almost all of that. I suppose… our eagerness to solve the problem got the better of us. It was something magical in that tomb, a woman… at one point… mummified, but still magical - deeply magical, somehow drawing the rats to herself in her post-death state. The radiating trap that hit us as the lid came off was terrible, and she was even more so. I ran, tried to drag the others too, but… Well, two didn’t come out. Daisy and Z_____, who had saved my life not just a few days ago. T_____ did his best to hold back the undead threat, but B____ and I had to run. B____ is extremely angry, and I believe he is joining a group to head directly back out. I hope to report in my next letter that this undead mummy creature is no more. I am going to spend a few days trying to pack my brain with as many details about the magic of this place as I can. The lorekeepers here do have a good depth of knowledge and books. Guess your idiot brother is going back to school for some time. There is a… I don’t know, an itch somewhere in my mind that feels familiar and yet different from before. Is that how it always works for you? Is that when you know something is coming? A new gift? Your brother, sending his love, E. [[Category: Expedition Reports]] 3681df7e29dcf919d64c4fb99dc7d1194acf6a4d 347 346 2023-06-02T07:45:56Z TimorSol 2 wikitext text/x-wiki Date: 10th Cuersaar ===== Report by Booker ===== Booker's Notizbuch 9th Cuersaar, 845 PD Dieses Scheißinsel. Will try to keep this one as short as possible; much work to do this night, and little time in which to complete it. Went to this ‘[[Old Cemetery|cemetery]]’ so feared by the town that none have been back there in nearly seven weeks. Little more than a rough patch of earth next to a cliff. Disturbed earth all around, but unsure as to the cause. Daisy Butler, missing from my previous outing, made this one. Wish she had not. It was she who had been before, and pointed out an entrance of sorts down the rockface. Attempts made to rappel down largely disastrous, requiring remedial spellcraft. Zulfikar made it in first, and lit up like a Winter’s Crest tree, attracted a pack of large, feral rats to him. Sprinted to his aid, confident in my ability to hold off these simple, lumbering creatures… Over-confident, dummes Arschloch. Under a rain of blows, one sunk its vile, disease-ridden fangs into me not once but twice. Within moments, felt my body surrender to some vicious, fast-acting contagion, and watched in dismay as my legs gave way, my vision blurring, sending me tumbling into oblivion. Confusing images flashed before me. Have no concept of how long I was out, although Zulfikar told me it was less than a minute. In that time, I dreamed of. Not memories of which I have any recall, nor did I feel in my own body, and yet - strangely familiar. Comfortable. Another life? I felt the panicked horror of drowning, screaming, my lungs filling with water; trapped and unable to escape. I felt myself torn apart, my innards stretched out infinitely, the plaything of some unspeakable cruelty. I felt my mind beginning to crumble… …and then I awoke with a gasp. Would likely have cried out, if not for Zulfikar’s hand over my mouth, and his finger pressed to his lips. Thurrim later told me they were undead, but Moonweaver’s blessing accounted for more than half of them. The others had taken out the rest, but yet more scuffling noises from nearby indicated further danger. He’d summoned his dome around us - and not a minute too soon, as at first one, then another, and then increasing swarms of small, mutated rats with spined backs began sniffing around the exterior. As we recovered, something even worse; a great knot of them shambled around the corner of the tunnel, entangled with bones, skulls, flesh, all sharp teeth and tiny eyes, flowing as one. Was clear they could all smell us; their rabid, feverish scratching at the extremities of the barrier left little doubt. Concocted a plan to blockade the largest mass and deal with as much as possible before taking care of this rat ‘king’. Was ist mit den Königen an diesem verdammten Ort los? Worked a treat, excepting some nasty-looking wounds for Daisy and Zulfikar. These monsters dealt with, we continued, finding the mass of broken furniture and wooden remnants serving as some kind of barrier. As the others took it apart, a sealed crypt door was revealed. Investigation unveiled script across the arch - none of the others could read it, but as I stepped up, was surprised to see my own native tongue. It read “Du warst immer das Licht dieses Ortes” - “you were always the light of this place” in the common tongue. A touching tribute no doubt, but clearly a clue. Used the illuminative quality of the lightkeeper’s hat, the etching shone gold for a moment - before an explosion of arcane fire erupted from the doorway, engulfing myself, Zulfikar and Daisy. Crowded around like absolute children and tapped for arcane craft as I was, I took the full brunt, unable to dodge - and Qualli. Incinerated in an instant, my poor girl. Amateur! Beyond, a crypt. Five caskets, covered in dust and cobwebs, undisturbed for centuries no doubt. A crowbar was produced, and Daisy and Zulfikar teamed up to crack the lid of the furthest, most prominent of them. It was this, I think, which sealed their dooms. To not check for traps once was careless. A second time was cretinous. None among us thought to even look. I could have prevented both explosions if I had just fucking thought for a second.* Depp. Verdammter Dummkopf!* Searing light. Burning radiance. Pain. When our eyes cleared, there she was, rising staggeringly to her feet: a shrouded figure in decayed linen; the epitome of foul necromancy and potent malice. On each side, another shambling, armoured undead monstrosity, hollow-eyed and full of ill intent. We could have done nothing else but run. They pursued us, of course. E.L. and I made it out of the room, but more deadly flashes behind us illuminated the darkness. It was then we realised the effects of those wounds on Zulfikar and Daisy; their bodies - slowed, exhausted - could not move as fast, nor take as much punishment, at exactly the worst moment. That withered, atrophied avatar of malevolence in the tomb had spellcraft. I pointed a firebolt into the room and downed one of her guards, but she stumbled out and pointed a gnarled finger, speaking something I could not hear through the ringing in my ears. The others were engulfed in a cloud of thick yellow-green fog, causing them to cough and retch, obscuring the antechamber from view. As I joined E.L. at the far side, out of its way. Thurrim, his divine twilight glowing, stumbled from the miasma to join us - but the other two never left it. A defiant, bellowed scream from Zulfikar urged us to run, followed only by that hideous walking cadaver, covered in flour so that we might see her - the damnable Miststückhad made herself invisible! So, we fled. Thurrim battled on bravely, firing spells her way, and taking them in return: an arc of lightning burst from her eyes, almost frying the cleric, followed by a blast of icy air that overwhelmed me. As he has many times over for his comrades, Thurrim’s healing magic spurred me on just enough to dive out of the tunnel entrance and to safety. E.L., who had made it out first, had a barrage of questions. Where were Daisy and Zulfikar? What happened to that creature? What would we do now? I had not the mental capacity to answer him. I could barely stand, let alone think. The journey back to Proto was made in stunned silence, trying to put together the pieces of what happened. Why had we pressed on, so tapped, so exhausted? Why had I not insisted we withdraw? I sit here now full of anger and regret, but also thoughts of vengeance. I realised, nearing town, that this unnatural being…we likely know who she is: the reverent burial; the touching epitaph above her tomb, inscribed in Zemnian; the arcane protections afforded her. She is what remains of [[Natasha Fuchs]], the woman so cherished by the lightkeeper. How and why she now walks again, a twisted marionette, I do not know - but when we return, tomorrow, we will end her again, once and for all. She will burn, if it’s the last thing I do. ===== Report by Elle ===== (originally written in cypher, some portions redacted for this posting) L.- Yes, I still live. I suppose I will continue to start my letters that way until I feel I have a handle on Oasis. I don’t. I feel that I’m in over my head. There are deep, deep magics here that I have no understanding of and can’t even recognize. You always told me self-preservation comes first, and I never forgot that lesson. It’s hard to feel good about it though. This one was supposed to be straightforward, or at least a minor threat that needed cleaning out. I suppose I should have been clued-in by the lorekeepers here, laying out all possible types of undead from indifferent to powerful in front of my eyes, but I couldn’t really interpret how the [[Old Cemetery|cemetery]] might turn out. Ah, yes, the cemetery. An old one here, not far from P___. Old, and by old, I mean ‘the’ old inhabitants. Exactly the sort of thing you said I should look into. This was B_____’ s plan, go clear out the corruption. Seemed straightforward, and I agreed to tag along in whatever capacity I could assist with. Not even a day’s travel to reach there, and we could tell the burials had been disturbed, like dug through and collapsed. Hard to tell how often or how recent. But… to some degree desecrated. The inhabitants here have taken to throwing wooden coffins off the cliffs - attached to chains - the coffins and bodies to then be broken apart by the waves against the rocky shore. I see the metaphor now, though I didn’t at first. There is a sort of tunnel entrance in the cliffs that leads to a catacomb-like system under the actual cemetery. That was… problematic, unfortunate too, as it divided up the group and inside the tunnels were a variety of rats, giant and small, and clusters of both living ones and dead ones. It was… well, nothing is unusual anymore, so a better would be… normal? Normal for Oasis. The first combat was dangerous, but I stayed back. The rats carried some sort of disease… a ‘rot’ from what I could gather the others discussing. And as we rested in one of the ‘huts’ that the casters can create, a sort of rat agglomerated monster came knocking on the magical barrier. More rats and more rats appeared (normal… ish ones this time). This combat wasn’t overly dangerous, so we proceeded to move deeper into the tunnels. One of the party had been here before. Daisy, an elven scout or thief (or both). This was my first time on an expedition with Daisy, though I had seen them around town of course. I honestly, don’t know much about them, alas. So Daisy led us onward into the tunnels towards a sort of barricaded tomb door with Z____ writing across the top. B____ could read it, though a part of me wishes I had been able to. Didn’t get far enough in my studies, or didn’t have the aptitude the way you did. Both. B____ cast light onto the door, and a magical trap exploded. This was a major blow that I didn’t recognize how heavy at the time. It should have been enough for us to walk away and regroup, and at least one person suggested it. But I am not a leader. It’s not… I mean, you are good at it. I’m not. It was a tomb. Four or five sarcophagi, one larger than the rest. And we could see the large one was damaged so we began to open it. I can hear you right now reading this. Did you throw this page down and walk away? How long did you rant at I___ about what an idiot brother you have? “How could he have ever made his 20th year? Did he not learn anything from the years of lessons? Moron! Imbecile!“ How many languages did you curse in? Should I have stopped everyone right then and demanded we walk away? Should I have made everyone pause and re-evaluate the potential dangers of traps and magical glyphs and so on and so forth? Yes, to almost all of that. I suppose… our eagerness to solve the problem got the better of us. It was something magical in that tomb, a woman… at one point… mummified, but still magical - deeply magical, somehow drawing the rats to herself in her post-death state. The radiating trap that hit us as the lid came off was terrible, and she was even more so. I ran, tried to drag the others too, but… Well, two didn’t come out. Daisy and Z_____, who had saved my life not just a few days ago. T_____ did his best to hold back the undead threat, but B____ and I had to run. B____ is extremely angry, and I believe he is joining a group to head directly back out. I hope to report in my next letter that this undead mummy creature is no more. I am going to spend a few days trying to pack my brain with as many details about the magic of this place as I can. The lorekeepers here do have a good depth of knowledge and books. Guess your idiot brother is going back to school for some time. There is a… I don’t know, an itch somewhere in my mind that feels familiar and yet different from before. Is that how it always works for you? Is that when you know something is coming? A new gift? Your brother, sending his love, E. [[Category: Expedition Reports]] 4766dea03292c379ee90bbe842e77be74b91b6d5 Natasha Fuchs 0 185 348 2023-06-02T07:48:15Z TimorSol 2 Created page with "Natasha is a mummified sorcerer that escaped a tomb in the [[Old Cemetery]] after killing two party members. She was seen with a rat attached to her windpipe area, the rat presumably dead. Lorekeeper's info: ```The Fuchs family, inventors and arcanists of their time, left an indelible mark on the world with their ingenuity and mastery of the arcane arts. They worked on philosophical concepts, like flying cities and other obscure ideas. Four centuries ago, during the he..." wikitext text/x-wiki Natasha is a mummified sorcerer that escaped a tomb in the [[Old Cemetery]] after killing two party members. She was seen with a rat attached to her windpipe area, the rat presumably dead. Lorekeeper's info: ```The Fuchs family, inventors and arcanists of their time, left an indelible mark on the world with their ingenuity and mastery of the arcane arts. They worked on philosophical concepts, like flying cities and other obscure ideas. Four centuries ago, during the height of their influence, they stood at the forefront of innovation and discovery, even if they were eccentric. Their accomplishments spanned a wide range of fields, from crafting intricate clockwork mechanisms to unraveling mysteries of arcane energies and inventing spells of their own. The patriarch of the family, Viktor Fuchs, was a visionary genius whose inventive mind knew no bounds. He possessed a keen intellect and an insatiable curiosity, constantly pushing the boundaries of what was considered possible. Viktor's inventions were as practical as they were awe-inspiring, blending magic and engineering in ingenious ways. His creations, from enchanted automata to space-warping devices, were said to be marvels of craftsmanship and functionality. Viktor was aided in his pursuits by his wife, Elara Fuchs, a gifted arcanist in her own right. Elara's expertise in the arcane arts complemented Viktor's mechanical prowess, and together they formed a formidable partnership. Her deep understanding of mystical energies and her ability to harness them imbued their inventions with extraordinary magical properties. The Fuchs family's inventions were not mere novelties but rather transformative innovations that revolutionized various aspects of society. The Fuchs family's legacy came to an abrupt end. The exact circumstances surrounding their disappearance from history remain shrouded, though a general consensus is that it is connected with the death of their only child.``` [[Category: NPC]] [[Category: Monsters]] de97b6da3587aff3370196153650e309d1b379ce Gnoll 0 142 349 268 2023-06-02T10:49:25Z TimorSol 2 wikitext text/x-wiki Gnolls are a ferocious, hyena-like race of humanoids that prowl the wilderness in packs. They stand tall on two legs, with muscular bodies covered in coarse, shaggy fur. Their faces resemble those of hyenas, with sharp teeth and powerful jaws that can easily tear through flesh. Gnolls are known for their insatiable hunger and their love of raiding and pillaging. In battle, gnolls fight with reckless abandon. They prefer to attack in large groups, often working together to bring down larger prey. Gnolls are fiercely loyal to their tribe, and will go to great lengths to defend their pack and their territory. They are also highly territorial, marking their territory with their scent to warn off any intruders. Those who cross a gnoll pack's territory can expect a fierce and deadly response. Lorekeeper's info: There's a small booklet produced somewhere in the Shattered Teeth, seems to be a manual for school instructors on how to include gnollish traditions in their curriculum. It mentions some form of trials, though I doubt we're talking about the same thing here. Especially that it's authored by someone calling himself "Whiskers Snugglesnout". ===== In the land of laughter and fur ===== All children are welcome to partake in the gnolls whimsical traditions, a series of lighthearted challenges as listed below. The instructors should wear heavy fur coats and possibly masks that resemble gnolls. First, there is the "Hunt of Hidden Hilarity." The gnolls lead the participants on a wild chase through the forest, leaving subtle clues and enigmatic laughter-filled hints along the way. It tests the childrens' observation and intuition as they follow the giggles, decipher cleverly placed jokes woven into the environment, and ultimately discover the secret grove where the gnolls await. Success means proving their ability to unravel the gnolls' mischievous riddles and find joy in the unexpected. Next comes the "Dance of Dazzling Distraction." The participants are invited to a lively gathering, a festive celebration of music and dance. Amidst the rhythmic beats and cheerful melodies, the gnolls challenge them to let go of inhibitions and immerse themselves in the rhythm of laughter. They must showcase their own unique dance moves, blending spontaneity and grace with comedic flair, while also adapting to the unpredictable steps of the gnolls. Triumph requires not just skillful footwork, but also the ability to embrace the joyous chaos and create moments of unbridled merriment. The final test is the "Beastly Banter." Participants are tasked with venturing into the heart of the wilderness to find and tame a fearsome creature known as the Snickerfang—a legendary beast with razor-sharp teeth and a mischievous temperament. The gnolls provide them with a magical device capable of emitting infectious laughter. They must approach the Snickerfang with caution, using their wit and charm to engage it in a whimsical banter. By exchanging jokes, playful taunts, and humorous anecdotes, they aim to win the creature's trust and coax it into becoming their ally. Success means not just taming the Snickerfang but also forming a lasting bond built on laughter and shared mischief. [[Category: Monsters]] 4291e16fedf9ec227ab44083935c7740e6f64810 Yak Graystar (General Store) 0 186 350 2023-06-03T20:34:20Z TimorSol 2 Created page with "Yak Graystar is the owner of "The Crossroads - General Store". He is a male Orc in his mid-50s, is the dependable and hardworking owner of the town's only general store. Originally connected to the Revelry, Yak's rugged appearance and steadfast demeanor inspire confidence in the townsfolk. With his store being the go-to place for supplies, Yak has become a respected figure within the community. His genuine care for others, friendly smile, and commitment to providing esse..." wikitext text/x-wiki Yak Graystar is the owner of "The Crossroads - General Store". He is a male Orc in his mid-50s, is the dependable and hardworking owner of the town's only general store. Originally connected to the Revelry, Yak's rugged appearance and steadfast demeanor inspire confidence in the townsfolk. With his store being the go-to place for supplies, Yak has become a respected figure within the community. His genuine care for others, friendly smile, and commitment to providing essential goods have made him a beloved and trusted presence in the town, serving as a symbol of reliability and support. [[Category: NPC]] 1388590c16521b85aa15a19e7176a395f9c81698 Runehell Twins (Blacksmith/Armorer) 0 187 351 2023-06-03T20:37:10Z TimorSol 2 Created page with "Bavroul and Andreana Runehell, Dwarven twins of unknown age, are the skilled craftsmen and owners of the Sentinels forge and blacksmith shop. Bavroul specializes in crafting exceptional armors, while Andreana excels in creating finely crafted weapons. With their combined expertise, they have earned a reputation for their meticulous craftsmanship and exceptional quality. The Sentinels forge stands as a beacon of craftsmanship in the town, attracting patrons seeking super..." wikitext text/x-wiki Bavroul and Andreana Runehell, Dwarven twins of unknown age, are the skilled craftsmen and owners of the Sentinels forge and blacksmith shop. Bavroul specializes in crafting exceptional armors, while Andreana excels in creating finely crafted weapons. With their combined expertise, they have earned a reputation for their meticulous craftsmanship and exceptional quality. The Sentinels forge stands as a beacon of craftsmanship in the town, attracting patrons seeking superior armaments. The Runehell twins' unwavering dedication to their craft and their commitment to delivering exceptional products have made them highly respected figures in the community. [[Category: NPC]] b4b4f0b3c9d476522b17df911844d90a60db22e6 352 351 2023-06-03T20:37:41Z TimorSol 2 wikitext text/x-wiki Bavroul and Andreana Runehell, Dwarven twins of unknown age, are the skilled craftsmen and owners of the Sentinels forge and blacksmith shop. Bavroul specializes in crafting exceptional armors, while Andreana excels in creating finely crafted weapons. With their combined expertise, they have earned a reputation for their meticulous craftsmanship and exceptional quality. The Sentinels forge stands as a beacon of craftsmanship in the town, attracting patrons seeking superior armaments. The Runehell twins' unwavering dedication to their craft and their commitment to delivering exceptional products have made them highly respected figures in the community. [[Category: NPC]] [[Category: Proto NPC]] 815fdc3422c6a052fa1da529b59a1977e928f78e 360 352 2023-06-03T20:54:51Z TimorSol 2 TimorSol moved page [[Runehell Twins (merchants)]] to [[Runehell Twins (Blacksmith/Armorer)]] without leaving a redirect wikitext text/x-wiki Bavroul and Andreana Runehell, Dwarven twins of unknown age, are the skilled craftsmen and owners of the Sentinels forge and blacksmith shop. Bavroul specializes in crafting exceptional armors, while Andreana excels in creating finely crafted weapons. With their combined expertise, they have earned a reputation for their meticulous craftsmanship and exceptional quality. The Sentinels forge stands as a beacon of craftsmanship in the town, attracting patrons seeking superior armaments. The Runehell twins' unwavering dedication to their craft and their commitment to delivering exceptional products have made them highly respected figures in the community. [[Category: NPC]] [[Category: Proto NPC]] 815fdc3422c6a052fa1da529b59a1977e928f78e Category:Proto NPC 14 188 353 2023-06-03T20:38:00Z TimorSol 2 Created page with "List of NPCs that can be found in the town of Proto." wikitext text/x-wiki List of NPCs that can be found in the town of Proto. 06f9f95ecf4f06ef3fc0bcf646865c2311ee634f Yak Graystar (General Store) 0 186 354 350 2023-06-03T20:42:10Z TimorSol 2 wikitext text/x-wiki Yak Graystar is the owner of "The Crossroads - General Store". He is a male Orc in his mid-50s, is the dependable and hardworking owner of the town's only general store. Originally connected to the Revelry, Yak's rugged appearance and steadfast demeanor inspire confidence in the townsfolk. With his store being the go-to place for supplies, Yak has become a respected figure within the community. His genuine care for others, friendly smile, and commitment to providing essential goods have made him a beloved and trusted presence in the town, serving as a symbol of reliability and support. [[Category: NPC]][[Category: Proto NPC]] cff7a8a7a0ae149850ad93a195522b475efeec0a 361 354 2023-06-03T20:55:05Z TimorSol 2 TimorSol moved page [[Yak Graystar (merchant)]] to [[Yak Graystar (General Store)]] without leaving a redirect wikitext text/x-wiki Yak Graystar is the owner of "The Crossroads - General Store". He is a male Orc in his mid-50s, is the dependable and hardworking owner of the town's only general store. Originally connected to the Revelry, Yak's rugged appearance and steadfast demeanor inspire confidence in the townsfolk. With his store being the go-to place for supplies, Yak has become a respected figure within the community. His genuine care for others, friendly smile, and commitment to providing essential goods have made him a beloved and trusted presence in the town, serving as a symbol of reliability and support. [[Category: NPC]][[Category: Proto NPC]] cff7a8a7a0ae149850ad93a195522b475efeec0a Damakos Leafdancer (Potions/Poisons) 0 189 355 2023-06-03T20:45:41Z TimorSol 2 Created page with "Damakos Leafdancer, a male Tiefling/Leonin hybrid in his mid-20s, is a promising alchemist and dedicated researcher. As the owner of the House of Wind, a spot specializing in the creation of potions and poisons, Damakos has established himself as an expert in his field. With his exceptional knowledge and skills, he provides a wide array of concoctions, ranging from healing elixirs to potent toxins. The House of Wind has become a trusted destination for those seeking pote..." wikitext text/x-wiki Damakos Leafdancer, a male Tiefling/Leonin hybrid in his mid-20s, is a promising alchemist and dedicated researcher. As the owner of the House of Wind, a spot specializing in the creation of potions and poisons, Damakos has established himself as an expert in his field. With his exceptional knowledge and skills, he provides a wide array of concoctions, ranging from healing elixirs to potent toxins. The House of Wind has become a trusted destination for those seeking potent remedies and dangerous substances alike, and Damakos' reputation as a skilled alchemist continues to grow. [[Category:NPC ]][[Category:Proto NPC]] cd58cd3a53899d545993f957114126466bfd9928 357 355 2023-06-03T20:52:42Z TimorSol 2 TimorSol moved page [[Damakos Leafdancer (merchant)]] to [[Damakos Leafdancer (Fletcher/Bowyer)]] without leaving a redirect wikitext text/x-wiki Damakos Leafdancer, a male Tiefling/Leonin hybrid in his mid-20s, is a promising alchemist and dedicated researcher. As the owner of the House of Wind, a spot specializing in the creation of potions and poisons, Damakos has established himself as an expert in his field. With his exceptional knowledge and skills, he provides a wide array of concoctions, ranging from healing elixirs to potent toxins. The House of Wind has become a trusted destination for those seeking potent remedies and dangerous substances alike, and Damakos' reputation as a skilled alchemist continues to grow. [[Category:NPC ]][[Category:Proto NPC]] cd58cd3a53899d545993f957114126466bfd9928 359 357 2023-06-03T20:54:46Z TimorSol 2 TimorSol moved page [[Damakos Leafdancer (Fletcher/Bowyer)]] to [[Damakos Leafdancer (Potions/Poisons)]] without leaving a redirect wikitext text/x-wiki Damakos Leafdancer, a male Tiefling/Leonin hybrid in his mid-20s, is a promising alchemist and dedicated researcher. As the owner of the House of Wind, a spot specializing in the creation of potions and poisons, Damakos has established himself as an expert in his field. With his exceptional knowledge and skills, he provides a wide array of concoctions, ranging from healing elixirs to potent toxins. The House of Wind has become a trusted destination for those seeking potent remedies and dangerous substances alike, and Damakos' reputation as a skilled alchemist continues to grow. [[Category:NPC ]][[Category:Proto NPC]] cd58cd3a53899d545993f957114126466bfd9928 Thalia Silentfall (Fletcher/Bowyer) 0 190 356 2023-06-03T20:51:20Z TimorSol 2 Created page with "Thalia Silentfall, a mysterious Elf female in her mid-400s, leads a secretive life as both a skilled hunter and the owner of The Shooting Star, a well supplied fletcher and bowyer establishment. Thalia combines her extensive knowledge of archery and her deep connection to the natural world to craft exquisite bows and arrows. When she's not meticulously crafting her masterpieces, Thalia can be found venturing into the wilderness, her elven grace and precision unmatched. T..." wikitext text/x-wiki Thalia Silentfall, a mysterious Elf female in her mid-400s, leads a secretive life as both a skilled hunter and the owner of The Shooting Star, a well supplied fletcher and bowyer establishment. Thalia combines her extensive knowledge of archery and her deep connection to the natural world to craft exquisite bows and arrows. When she's not meticulously crafting her masterpieces, Thalia can be found venturing into the wilderness, her elven grace and precision unmatched. Thalia's captivating presence only adds to the shop's intrigue and reputation. [[Category: NPC]][[Category:Proto NPC]] b5fc4bb6e4db0ea45d1d1daf513754a82cba64ca 358 356 2023-06-03T20:54:23Z TimorSol 2 TimorSol moved page [[Thalia Silentfall (merchant)]] to [[Thalia Silentfall (Fletcher/Bowyer)]] without leaving a redirect wikitext text/x-wiki Thalia Silentfall, a mysterious Elf female in her mid-400s, leads a secretive life as both a skilled hunter and the owner of The Shooting Star, a well supplied fletcher and bowyer establishment. Thalia combines her extensive knowledge of archery and her deep connection to the natural world to craft exquisite bows and arrows. When she's not meticulously crafting her masterpieces, Thalia can be found venturing into the wilderness, her elven grace and precision unmatched. Thalia's captivating presence only adds to the shop's intrigue and reputation. [[Category: NPC]][[Category:Proto NPC]] b5fc4bb6e4db0ea45d1d1daf513754a82cba64ca Bingo Whitfoot (Faith Supplies) 0 191 362 2023-06-03T21:06:42Z TimorSol 2 Created page with "Bingo Whitfoot, a male halfling in his mid-50s, possesses an absent-minded demeanor that belies his extraordinary connection to the divine. As the owner of The Revelation - Faith Supplies, Bingo is entrusted with providing a vast array of religious artifacts, holy texts, and sacred relics to those seeking spiritual guidance. Despite his absent-minded nature, Bingo seems to be favored by the gods themselves, his humble shop has become a sanctuary for the faithful, where t..." wikitext text/x-wiki Bingo Whitfoot, a male halfling in his mid-50s, possesses an absent-minded demeanor that belies his extraordinary connection to the divine. As the owner of The Revelation - Faith Supplies, Bingo is entrusted with providing a vast array of religious artifacts, holy texts, and sacred relics to those seeking spiritual guidance. Despite his absent-minded nature, Bingo seems to be favored by the gods themselves, his humble shop has become a sanctuary for the faithful, where they can find solace, commune with their beliefs, and discover the profound wisdom and divine blessings that Bingo's handpicked collection offers. [[Category: NPC]][[ Category: Proto NPC]] 722fad76e1ad7d314bde9804282ed93f1781b113 Cuzracraa Pyre (Adventuring Gear) 0 192 363 2023-06-03T21:09:22Z TimorSol 2 Created page with "Cuzracraa Pyre, a non-binary tabaxi in their mid-30s, possesses an unmatched talent for fulfilling custom commissions sought by heroes and adventurers alike. As the owner of The Cat In The Hat - Adventuring Gear, Cuzracraa's keen eye for detail and remarkable craftsmanship have made their shop a sought-after destination for those in need of specialized equipment. Whether it's a tailored suit of armor, a unique weapon imbued with magical properties, or a finely crafted ac..." wikitext text/x-wiki Cuzracraa Pyre, a non-binary tabaxi in their mid-30s, possesses an unmatched talent for fulfilling custom commissions sought by heroes and adventurers alike. As the owner of The Cat In The Hat - Adventuring Gear, Cuzracraa's keen eye for detail and remarkable craftsmanship have made their shop a sought-after destination for those in need of specialized equipment. Whether it's a tailored suit of armor, a unique weapon imbued with magical properties, or a finely crafted accessory, Cuzracraa's skillful hands bring their customers' visions to life. [[Category: NPC]][[Category: Proto NPC]] 1526641c7e0494715680062406f02690bccff5d3 Gnaknirt Dimbuckle (Magic Supplies) 0 193 364 2023-06-03T21:13:24Z TimorSol 2 Created page with "Gnaknirt Dimbuckle, a male gnome of around 300 years old, stands as the owner of Arcane Affinity - Magic Supply. As a capable tinkerer and mage, Gnaknirt's shop offers a vast array of magical supplies and artifacts to those seeking to harness the arcane arts. However, Gnaknirt's mind often wanders into realms of imagination, displaying little interest in the constraints of reality. With his whimsical nature and a tendency to get lost in magical experiments, Gnaknirt's cr..." wikitext text/x-wiki Gnaknirt Dimbuckle, a male gnome of around 300 years old, stands as the owner of Arcane Affinity - Magic Supply. As a capable tinkerer and mage, Gnaknirt's shop offers a vast array of magical supplies and artifacts to those seeking to harness the arcane arts. However, Gnaknirt's mind often wanders into realms of imagination, displaying little interest in the constraints of reality. With his whimsical nature and a tendency to get lost in magical experiments, Gnaknirt's creations often exhibit unique and unexpected qualities. [[Category: NPC]][[Category: Proto NPC]] 223f328fe9eb5d3191aefb3a39c2ac13af112359 Stamydos Duskvale (Stables) 0 194 365 2023-06-03T21:15:06Z TimorSol 2 Created page with "Stamydos Duskvale, a male centaur in his mid-30s, proudly presides over the "Lucky Hoof" Stables as its esteemed owner. With his deep understanding and natural affinity for animals, Stamydos has cultivated a reputation as a master horse whisperer. No animal, be it horse or otherwise, is able to outrun him when he takes to the open fields. Stamydos' bond with his beloved animals and his unmatched speed make him an icon among the equestrian community, as he effortlessly ex..." wikitext text/x-wiki Stamydos Duskvale, a male centaur in his mid-30s, proudly presides over the "Lucky Hoof" Stables as its esteemed owner. With his deep understanding and natural affinity for animals, Stamydos has cultivated a reputation as a master horse whisperer. No animal, be it horse or otherwise, is able to outrun him when he takes to the open fields. Stamydos' bond with his beloved animals and his unmatched speed make him an icon among the equestrian community, as he effortlessly exemplifies the grace and power of the centaur race. [[Category: NPC]][[Category: Proto NPC]] 9efac372bf0f323a59f95d9f0282bc1c5f2090b6 Pierce AKA "The Eye" (Tavern) 0 195 366 2023-06-03T21:16:51Z TimorSol 2 Created page with "Pierce, known as "The Eye," is a male human in his 60s and the enigmatic owner of The Establishment, a bustling tavern in the heart of the town. As one of the few original inhabitants of the town, Pierce's presence predates the memories of most other residents. Mysteriously, he claims to have no recollection of how he arrived on the island, shrouding his origins in an intriguing enigma. Despite his apparent amnesia, Pierce's sharp gaze and keen perception earn him the ni..." wikitext text/x-wiki Pierce, known as "The Eye," is a male human in his 60s and the enigmatic owner of The Establishment, a bustling tavern in the heart of the town. As one of the few original inhabitants of the town, Pierce's presence predates the memories of most other residents. Mysteriously, he claims to have no recollection of how he arrived on the island, shrouding his origins in an intriguing enigma. Despite his apparent amnesia, Pierce's sharp gaze and keen perception earn him the nickname "The Eye." The Establishment serves as a hub for locals and visitors alike, where tales are shared, secrets whispered, and camaraderie fostered. [[Category: NPC]][[Category: Proto NPC]] c1a6e5f33ca3a5dadfc09cb9396dffba1b43138f Kipper (Gravedigger) 0 196 367 2023-06-03T21:18:09Z TimorSol 2 Created page with "Kipper is a diminutive figure with a hunched posture, and an ever-present grin on his face. His clothes are ragged and patched, adorned with various trinkets and baubles that seem to have no discernible purpose. His hair is wild and unkempt, and he has a strange affinity for all things that glow in the dark. It seem that Kipper is stowaway actually, as he shouldn't technically be in Proto. But he is. He speaks in a soft, melodious voice that's both calming and unsettling..." wikitext text/x-wiki Kipper is a diminutive figure with a hunched posture, and an ever-present grin on his face. His clothes are ragged and patched, adorned with various trinkets and baubles that seem to have no discernible purpose. His hair is wild and unkempt, and he has a strange affinity for all things that glow in the dark. It seem that Kipper is stowaway actually, as he shouldn't technically be in Proto. But he is. He speaks in a soft, melodious voice that's both calming and unsettling at the same time. He's always accompanied by a large black dog that seems to be his constant companion. He says he found it here. Kipper's work as a gravedigger is anything but ordinary. When in the old Cemetery he talks to the graves, addressing the occupants by name, as if they were still alive. When there's a new dead, he sings to them, tells them jokes, and shares stories of his own life. He believes that the dead are still able to hear and feel, and that it is his job to make sure they are not alone in the darkness. [[Category: Proto NPC]] [[Category: NPC]] 156a8e41f3bd7b836e8f442ed9af7466a79f2bf6 Lorekeeper Moktus (religion) 0 197 368 2023-06-03T21:19:08Z TimorSol 2 Created page with "A loxodon cleric, devoted to the study of religion and history. His broad and sturdy frame is covered in thick grey skin, and he carries himself with a calm and composed demeanor. Moktus is often dressed in long white robes adorned with intricate symbols, he wears a pair of round spectacles on his large trunk-like nose. His knowledge of history and traditions comes from years of studying ancient texts and artifacts. Despite his immense knowledge and devotion, Moktus poss..." wikitext text/x-wiki A loxodon cleric, devoted to the study of religion and history. His broad and sturdy frame is covered in thick grey skin, and he carries himself with a calm and composed demeanor. Moktus is often dressed in long white robes adorned with intricate symbols, he wears a pair of round spectacles on his large trunk-like nose. His knowledge of history and traditions comes from years of studying ancient texts and artifacts. Despite his immense knowledge and devotion, Moktus possesses a childlike sense of wonder and curiosity. [[Category: NPC]][[Category: Proto NPC]] 28882f587a5c3dfe50363ac69b5b1569185d9248 375 368 2023-06-03T21:22:52Z TimorSol 2 TimorSol moved page [[Lorekeeper Moktus]] to [[Lorekeeper Moktus (religion)]] without leaving a redirect wikitext text/x-wiki A loxodon cleric, devoted to the study of religion and history. His broad and sturdy frame is covered in thick grey skin, and he carries himself with a calm and composed demeanor. Moktus is often dressed in long white robes adorned with intricate symbols, he wears a pair of round spectacles on his large trunk-like nose. His knowledge of history and traditions comes from years of studying ancient texts and artifacts. Despite his immense knowledge and devotion, Moktus possesses a childlike sense of wonder and curiosity. [[Category: NPC]][[Category: Proto NPC]] 28882f587a5c3dfe50363ac69b5b1569185d9248 Lorekeeper Astos Folbulor (monsters) 0 198 369 2023-06-03T21:19:32Z TimorSol 2 Created page with "A lean and muscular male human monk of the Cobalt Soul who moves on a combat wheelchair. He wears a cobalt-blue robe and carries a stack of old manuscripts and books on his lap, when it is not occupied by his cat. Astos specializes in studying monsters and creatures and spends most of his time doing research, poring over ancient tomes and manuscripts to expand his knowledge. [[Category: NPC]][[Category: Proto NPC]]" wikitext text/x-wiki A lean and muscular male human monk of the Cobalt Soul who moves on a combat wheelchair. He wears a cobalt-blue robe and carries a stack of old manuscripts and books on his lap, when it is not occupied by his cat. Astos specializes in studying monsters and creatures and spends most of his time doing research, poring over ancient tomes and manuscripts to expand his knowledge. [[Category: NPC]][[Category: Proto NPC]] 74875752f11b64f064e63922d6618e15e2067739 376 369 2023-06-03T21:23:05Z TimorSol 2 TimorSol moved page [[Lorekeeper Astos Folbulor]] to [[Lorekeeper Astos Folbulor (monsters)]] without leaving a redirect wikitext text/x-wiki A lean and muscular male human monk of the Cobalt Soul who moves on a combat wheelchair. He wears a cobalt-blue robe and carries a stack of old manuscripts and books on his lap, when it is not occupied by his cat. Astos specializes in studying monsters and creatures and spends most of his time doing research, poring over ancient tomes and manuscripts to expand his knowledge. [[Category: NPC]][[Category: Proto NPC]] 74875752f11b64f064e63922d6618e15e2067739 Lorekeeper Brenna Ironsage (gear) 0 199 370 2023-06-03T21:19:44Z TimorSol 2 Created page with "A female dwarf researcher and scholar who specializes in weapons and blacksmithing. She has a short and sturdy build with curly red hair, and wears a simple yet elegant robe of deep red with golden embroidery. Brenna's vast knowledge and experience in blacksmithing come from years of study and research, both practical and theoretical, and she is known for her ability to identify and address issues in weapon design and construction. [[Category: NPC]][[Category: Proto NPC]]" wikitext text/x-wiki A female dwarf researcher and scholar who specializes in weapons and blacksmithing. She has a short and sturdy build with curly red hair, and wears a simple yet elegant robe of deep red with golden embroidery. Brenna's vast knowledge and experience in blacksmithing come from years of study and research, both practical and theoretical, and she is known for her ability to identify and address issues in weapon design and construction. [[Category: NPC]][[Category: Proto NPC]] 32462d172423dfc8725d71a2a69e6496d80118aa 377 370 2023-06-03T21:23:29Z TimorSol 2 TimorSol moved page [[Lorekeeper Brenna Ironsage]] to [[Lorekeeper Brenna Ironsage (gear)]] without leaving a redirect wikitext text/x-wiki A female dwarf researcher and scholar who specializes in weapons and blacksmithing. She has a short and sturdy build with curly red hair, and wears a simple yet elegant robe of deep red with golden embroidery. Brenna's vast knowledge and experience in blacksmithing come from years of study and research, both practical and theoretical, and she is known for her ability to identify and address issues in weapon design and construction. [[Category: NPC]][[Category: Proto NPC]] 32462d172423dfc8725d71a2a69e6496d80118aa Lorekeeper Soren Duskwalker (materials) 0 200 371 2023-06-03T21:21:15Z TimorSol 2 Created page with "A male elf researcher and scholar who specializes in rare and exotic materials. He has acquired his vast knowledge from studying alchemy, magic, and ancient texts, and conducting his own experiments and observations to better understand the properties and potential uses of rare materials. Soren is particularly fascinated by the properties of unique minerals, plants, and creatures, and is always eager to share his insights and discoveries with others. [[Category: NPC]]C..." wikitext text/x-wiki A male elf researcher and scholar who specializes in rare and exotic materials. He has acquired his vast knowledge from studying alchemy, magic, and ancient texts, and conducting his own experiments and observations to better understand the properties and potential uses of rare materials. Soren is particularly fascinated by the properties of unique minerals, plants, and creatures, and is always eager to share his insights and discoveries with others. [[Category: NPC]][[Category: Proto NPC]] ada37d92a1535521e0d16bec222273d6bfd90c2e 374 371 2023-06-03T21:22:34Z TimorSol 2 TimorSol moved page [[Lorekeeper Soren Duskwalker]] to [[Lorekeeper Soren Duskwalker (materials)]] without leaving a redirect wikitext text/x-wiki A male elf researcher and scholar who specializes in rare and exotic materials. He has acquired his vast knowledge from studying alchemy, magic, and ancient texts, and conducting his own experiments and observations to better understand the properties and potential uses of rare materials. Soren is particularly fascinated by the properties of unique minerals, plants, and creatures, and is always eager to share his insights and discoveries with others. [[Category: NPC]][[Category: Proto NPC]] ada37d92a1535521e0d16bec222273d6bfd90c2e Lorekeeper Tala Wildheart (nature) 0 201 372 2023-06-03T21:21:42Z TimorSol 2 Created page with "Tala is a female half-elf with a deep connection to the natural world and its creatures. She has a lithe and agile build, with long auburn hair that she often wears in a braid. Her attire is simple, consisting of a brown tunic and leather pants, adorned with various animal pelts and feathers. Tala has a tendency to communicate with animals using various vocalizations, and can often be heard imitating the sounds of different animals in her speech [[Category: NPC]]Catego..." wikitext text/x-wiki Tala is a female half-elf with a deep connection to the natural world and its creatures. She has a lithe and agile build, with long auburn hair that she often wears in a braid. Her attire is simple, consisting of a brown tunic and leather pants, adorned with various animal pelts and feathers. Tala has a tendency to communicate with animals using various vocalizations, and can often be heard imitating the sounds of different animals in her speech [[Category: NPC]][[Category: Proto NPC]] 7931b0f35d816041b4041e4f591777bde985c702 373 372 2023-06-03T21:22:29Z TimorSol 2 TimorSol moved page [[Lorekeeper Tala Wildheart]] to [[Lorekeeper Tala Wildheart (nature)]] without leaving a redirect wikitext text/x-wiki Tala is a female half-elf with a deep connection to the natural world and its creatures. She has a lithe and agile build, with long auburn hair that she often wears in a braid. Her attire is simple, consisting of a brown tunic and leather pants, adorned with various animal pelts and feathers. Tala has a tendency to communicate with animals using various vocalizations, and can often be heard imitating the sounds of different animals in her speech [[Category: NPC]][[Category: Proto NPC]] 7931b0f35d816041b4041e4f591777bde985c702 Main Page 0 1 378 273 2023-06-12T18:49:49Z NekroDarkmoon 3 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Expedition Reports (5E)]] === PF2E === - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. bc6827438ecdb8a54d3048ef22f0f4611f973cfc 379 378 2023-06-12T18:50:52Z NekroDarkmoon 3 /* DND5E */ wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND 5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Expedition Reports (5E)]] === PF2E === - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. 67c365b5200815d7d6d683a8f536e334b9cc4b77 Expedition Report 0 0 22 380 71 2023-06-12T18:57:09Z NekroDarkmoon 3 wikitext text/x-wiki Date: 5th of Fessuran, 845 PD ''Our group went some 20 miles to the west of [[Proto]], to check up on the forward-standing foresters camp. Fine day to travel, sun was high up, no cloud in sight, pretty warm day. As of late, there have been reports of strange occurrences at the camp. Not all workers are accounted for, and some have gone out into the woods to collect resources and not returned. We went the classic route, passed the Golem and the old Arch.<br> Upon arriving at [[The Foresters Camp]], we found it in a pretty good order, though in fact not all workers were found. We assume wild bears had to take them. The workers we did encounter seemed pretty regular folk. We delivered some new rations and stayed for the night. The boys had a solid night of Three Dragon Ante and we didn't encounter anything unsettling during the night.<br> Next day we returned to Proto the same way, luckily we made it back before the snowstorm. '' [[Category: Expedition Reports (5E)]] 0a47a70834693c30a8000fb64c43235853d5fbe9 Category:Expedition Reports (5E) 14 47 381 101 2023-06-12T18:58:43Z NekroDarkmoon 3 NekroDarkmoon moved page [[Category:Expedition Reports]] to [[Category:Expedition Reports (5E)]]: To seperate 5e and pf2e reports. wikitext text/x-wiki The Category gathers reports from different expeditions. All reports are nested inside singular pages. 7bce1358c68ac926b24b6e3353a0abafa037bfe4 Category:Expedition Reports 14 202 382 2023-06-12T18:58:44Z NekroDarkmoon 3 NekroDarkmoon moved page [[Category:Expedition Reports]] to [[Category:Expedition Reports (5E)]]: To seperate 5e and pf2e reports. wikitext text/x-wiki #REDIRECT [[:Category:Expedition Reports (5E)]] 5ab171c2fba7b7115b9977a179277b09b9531537 Expedition Report 1 0 28 383 75 2023-06-12T19:00:45Z NekroDarkmoon 3 wikitext text/x-wiki 15th of Fessuran, 845 PD; Mission Report by Dante: GETTING TO [[The Golem|THE GOLEM]] The party traveled west of [[Proto]] into the trees. We continued west by following a path of trees that had X marks scratched into the bark. After about an hour into our trip, the X marks split into two paths, one continuing west and another leading north (perhaps the north path leads to the [[Old Cemetery]]?). We continued to follow the westward path until we came to a denser forest wall. We had not seen any sign of the river that would lead to the golem, so we stopped to ask for directions. The party used Speak with Animals and the Message cantrip to talk with [[Josh (animal)|Josh, a shy, green snake]]. Josh informed the party that the river was approximately “700 slithers” south of them. The party thanked Josh with a shiny silver piece. The party scratched an “S” in the negative space of the X on the tree, denoting that heading south would bring you to the river. After about 10-15 minutes of traveling south, the party came to the bend in the river and followed it west. After about two hours, the party spotted the large, metal humanoid golem, kneeling in the center of the river. The river was approximately 30 feet wide at this point. Overall, it took the party about 4 hours to get the golem. Two hours were at a normal pace, and two hours were at slower pace due the vegetation making the terrain difficult. The party, securing themselves with ropes, waded into the river to study the golem. The figure was covered in runic markings and rust. Some of the rust was slowly removed with the Mending cantrip. After careful investigation, magical experimentation, and the use of Comprehend Languages, the party discovered: * It is a harbor builder golem with hammers for hands. * The runes carry all the architectural plans for the same harbor as Proto * The power source was removed from its head by creatures that dropped rocks onto it and then pried it open with claws (Harpies, see below) * If powered and repaired, it could potentially be used to rebuild old parts of Proto. * The golem could also be repurposed if the instructional runes are changed. The party heard some singing from trees south of the river and was eventually attacked by harpies. Be careful of their luring song! The party defeated the harpies but captured one for interrogation and learned the following: * The harpy’s name was [[Yoraline]], she did not mind eating her fallen comrades, and she spoke a broken form of common that made communication limited to simple words with the aid of Comprehend Languages. * The harpies have contributed to the disappearances at the forester camp. * The [[Harpy Queen]] has the crystal (most likely the power source) that fits into the golem’s head. * The Harpy Nest is approximately 50-70 miles west from the Golem. * In exchange for its life, the harpy offered to bring the party to a closer location with treasure—a [[Hidden Shipwreck|shipwreck]] guard by humans. The party followed the harpy north of the golem, drifting slightly west. After about 40 minutes, the party heard tinny bells ringing in the distance. After another 40 minutes, the party saw in the distance massive stones floating approximately 600 feet into the air (Could see them from 2 miles away?). The Harpy Queen forbade Yoraline from going close to it. The stones vary in size and float above a place where two rivers connect, covering a square mile. Clearly signs of anti-gravitation magic. After about two hours of travel north of the river, there was a slight but noticeable negative change in the temperature. After four hours of travel, Yoraline informed the party that they were getting close to the shipwreck. The party dismissed Yoraline, taught her the dwarven word for friend, and saw her leave in a southern, but slightly east direction (5 o’clock). The party forced march north (Following the instructions that the Harpy gave before leaving) for another hour—for a total of 5 hours from the Golem (And 9 hours for the day from Proto). The party found the coastline and the shipwreck. Gazing upon the shipwreck from a distance, the party felt a malevolent presence. Wary from the day’s travel, the party set up camp for the night back in the trees. The party was attacked by rough looking bandits within an hour. Perhaps they were drawn to our campfire? They used crossbows, swords, maces, and threw alchemist’s fire on a tent! The party dispatched the goons and tied their leader up in a tree, perhaps to be questioned later. The bandits seemed tight on supplies. Feeling unprepared, the party teleported back to Proto. Mission Report by Zherrias: My group left in the morning, an overcast sky joining us on our travels due west. We journeyed about 2.5 miles before encountering Josh, a consent aware snake who after what looked to be some interesting conversation with Dante, directed us towards a local water source. Continuing on we found ourselves at the bend of a river and at the point we could see the golem. The golem sat about 150 feet away from the bend of the river and was situated in the middle of the river. After some rope shenanigans we observed and marked this golem which we discovered to be some form of builder, missing its power source and no longer functioning. On the opposite side of the river from us Rorin discovered a harpy. After a quick altercation with a few we managed to persuade the last of their ‘flock’ to show us to some form of treasure (stubborn little thing would not take us to her “Queen”) Said queen likely has the energy source for the golem. The harpy led us northwards. 2 hours from the golem we passed a field of floating rocks due to some graviturgy anomaly (need to go back there) on the way there we heard the sound of bells, metallic sounding and appearing sourceless. There was a shift in the temperature heading north, something unnatural. 3 hours after the field was still being led by the harpy Yoraline we split away as she told us of our close approach to the wreck. The shipwreck was there as expected but after a long travel we stopped to rest before pushing onward. After setting camp and getting comfortable we were attacked by a group of humanoids, some form of bandits. We handled the group and strung up their leader to a tree only for us to return back to the town…leaving him stranded in a tree..probably should go back for him… Shipwreck was left without being looked through… [[Category: Expedition Reports (5E)]] 0620a6edbbfe6b6149d6c243eeccf7e53b28eb46 Expedition Report 2 0 32 384 102 2023-06-12T19:01:54Z NekroDarkmoon 3 wikitext text/x-wiki Date: 17th of Fessuran, 845 PD ==== Report by Dante: ==== GETTING TO [[Old Cemetery|CEMETERY]] The party traveled west of [[Proto]] toward the trees. After about 30 minutes, the party found the familiar X marks scratched into the bark. After about an hour following [[Tree Markings|markings]] west, they split into two paths, one continuing west and another leading north. The party went north for about 500 feet and came across a small creek of clean water about 5 feet wide. The markings stopped at the creek, so the party decided to ask for directions. A pretty chill frog named [[Gorf (animal)|Gorf]] confirmed that he has seen bodies carried farther north. Gorf asked for a silver piece so it could make an offering to the tree at [[Fey Lake|the lake]]. Gorf was out of silver because he gave his last piece to [[Josh (animal)|Josh]] the Snake so that he could make an offering as well. But the previous expedition had just given Josh a silver piece. Did Josh lie to Gorf about not having the silver piece? What a real snake! According to Gorf, the lake is small, and it would take him about half a day going west to get there at the pace of a frog. If animals are throwing shiny objects into this lake, what else could be there? The party marked a tree to denote the cemetery is indeed north and followed grooves in the dirt that led in a northeast direction. After another hour of travel, the party heard from about 300 feet away the sound of waves crashing on rocks and the sound of coffins banging against a cliffside as they dangled over the edge on chains. Approaching these sounds, the party found the cemetery at the cliff’s edge overlooking the sea. The party noticed Proto was visible from the cemetery by looking east and very slightly south. Disturbing a grave released swarms of little rats and a couple larger ones. The party dispatched all the rats but kept one of the larger ones alive for interrogation. The party never got the rat’s name, but it was clearly fixated on going deeper into the earth to “devour.” The rat was not healthy looking, it was diseased or corrupted in some way. When the party put rat out of its misery, it seemed relieved by the “silence.” Detect Magic revealed necromancy magic coming deep from below the ground. Perhaps this is the force compelling the rats to dig deeper? The party’s Mountain Hawk familiar found an opening to a tunnel heading into the ocean cliffside. The party used one the chains not attached to a coffin to lower themselves onto a rock that stood in front of the opening. The tunnel led to a nasty smelling crypt. Be careful of traps! Nasty vials of acid were placed under some tiles. Trip wires released wooden planks full of rusty nails. While the crypt seemed old, the walls also seemed freshly dug—only about three weeks to a month old. Continuing into the crypt, the party came to an intersection. The party headed left and was ambushed by wererats! One could even cast spells. Normal weapons were not very effective, but magic was just fine. After a tough fight, the party was victorious and finished their exploration. The room to the left of the intersection looked like sleeping quarters. The room to the right of the intersection looked like a spot for recreation and eating. In the far side of this room, there was barricade made of driftwood and old coffins. The party felt the presence of a malevolent, necromantic being or intelligence from behind the barrier. A strong stench emanating from behind the barrier caused a party member to be paralyzed for a minute. Not something to be trifled with! The party found a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” ==== Report by Ekanir: ==== Going to the cemetery. Bottom of the island is more beachy and the north parts of the island are more full of steep cliffs. Island has varying seasons by location and Proto is usually autumn. It is late summer now, pretty boring but more safe from natural phenomena and disasters.About 55 degrees Fahrenheit and a clear day today. The party headed west 30 minutes before we saw markings. Getting to crossroads took another hour past that. Dante and Rorin had taken the west path before so we take the northern one now. Ran into a creek after 500 more feet north but the markings disappear. Water seems clean and safe to drink. Looking for a snake Josh that Dante had talked to before with Speak with Animals. Nature seems pretty similar to Felderwin, colder regions of Wildemount. Ekanir casts Mold Earth to make stepping stones over the creek. It also seems to run down into Proto, just in sight to the southeast. The spell revealed a frog named Gorf, who told us about some people to the north who were laying down with others not laying down (i.e. a graveyard). Dante paid him a silver piece for Josh the snake’s debt. These animals have some sort of trade where they give shiny things to the tree in the middle of a lake at the top of the creek we are in. Half a day to get to the lake for Gorf. It is pretty small in size even for a frog. We find a groove in the ground, like something heavier was pulled in this line pointing northeast. Rorin makes a tombstone shaped marker in the direction we are heading. Rolled an 18 then 25 on survival so found our way pretty easily. Start to hear the ocean and sea after another hour past the creek. Audible sounds of something wooden being hit against rock and a metal chain in time after a wave crash. Hard to tell if we are at ground/beach level (Turned out to be on a cliff). Rorin makes a wave symbol on a tree. Zherrias and Daisy sneak forward with guidance from Dante and Ekanir. Rorin is not stealthy so he stays back for a moment but we have found the cemetery, The graves with rocks on top are intact and older. Ones with no rocks have been disturbed. Hard to tell whether the shovels were recently used or not. There are also coffins hanging over the cliff edge held up with chains. A traditional burial of sailors, apparently. East and slightly south, we can see Proto. We had followed the normal path people take to bring the dead here. We ended up unearthing a disturbed grave and a bunch of rats came out. They had meat in their mouths but we killed most of them. The dirt there is softer for some reason, also has bones but seems fine otherwise. It created a small sinkhole with more loose dirt falling into it. Nothing significant about the rocks on the graves, just gathered from their surroundings. With another animal interrogation by Dante, we find out the pustule-ridden rat we knocked unconscious is hungry and wants to devour…something. It wants to get back underground almost compulsively. Dante finishes it off with a mind sliver. We debate how to get further down under the graveyard, with Mold Earth maybe? But Rorin has the idea of an entrance at water level. So Ekanir summons a golden eagle familiar to look down near the chain-suspended coffins. There is a hole down there near a tree covered with wooden planks from the inside. Could use the chain to get down and stand on the stone then crawl into the hole. It is like a window sized hole. Almost everyone gets down there but Ekanir falls into the water. He turns into a panther to climb back up into the opening before a wave crashes. Thankfully Dante is still able to talk to him in that form. Were are all the rats coming from? We go in and find the tunnels were seemingly made by someone, but Ekanir isn’t able to determine much about it. There is the scent of lots of dead bodies, then rats. It is almost overpowering for Ekanir’s heightened panther sense. Being careful, Daisy still almost falls into a trap with glass vials of acid. While investigating a room, we were ambushed by four wererats, one of which was a caster. Somehow we all managed to survive and didn’t contract anything from the bites of the creatures either. Afterwards we found some weapons and general loot to bring back to town, along with a piece of parchment made of humanoid skin. In an unknown language, it appeared to be an order to scout east and make sure “the moon muzzle plans are not recovered by newcomers.” We found their recreation room and a makeshift barrier. There is some necromantic magic behind it. We all feel a malevolent force there, very evil. Then there is a horrible stench like death incarnate. All of us manage to keep their composure but Daisy, who is paralyzed for 1 minute. Do not dig down from the graveyard, you would probably die in that other area. [[Category: Expedition Reports (5E)]] 2193e22a27536f35733fa0ce4d4666be06c78203 Expedition Report 3 0 49 385 119 2023-06-12T19:02:10Z NekroDarkmoon 3 wikitext text/x-wiki Date: 19th of Fessuran, 845 PD ==== Report by Daisy: ==== Proto to first river The first 30 minutes of travel we leave the town Proto to the west to the Shrine and then we will head south from there to map out some of that area. The weather is nice today and has clear skies. After around 30 minutes I notice a tree marked with an X. These are markings from previous groups. One will lead West; one will lead North to the cemetery. We spend around 1 ½- 2 hours until we run into the crossroads. This is the spot the first expedition met Josh the snake. We will go South here. The forest is a classic broadleaf forest, no special animals, plants, or anything unusual for the area. We walk a couple hundred feet South and find the creek or river. There’s a chance if we go to the mouth of the river by the ocean it’ll be too wide to traverse. Should cross here where it is narrower. It’s about 50 feet wide here. To the west it’s a bit narrower, so we head that way. There is one potential crossing to the South rather than the West that Dante’s imp familiar spots. But that is a tree halfway fallen into the river with a 25-30 food span between it and the other side. It takes 10 minutes or so to get to the fallen tree after deciding as a group to go this direction to cross the river. Juliette and Zulfikar, the most trained in Survival decide to tie 2 ropes tied together on trees on either side of the river. I go to cross first, hanging off the rope and make it halfway across before nearly falling into the river. Dante’s familiar noticed and helped me get repositioned on the rope, and I finish crossing faster than I’ve crossed a river on a rope ever before. (The imp kind of burned my backside a bit and didn’t want that to happen again!) The rest of the group find their own ways to make it across the river. While waiting, I keep an eye out for danger on this side of the river. [[Coastal Shrine|The Shrine]] Everything seems clear and the whole group makes it safely to the other side, so we continue heading South now that we’re on the other side of the river. We hear and see after about 15 minutes of travel waves crashing on what sounds like a rocky beach, not sandy. We see the ocean and also some column nearby maybe 20 feet high. I walk forward to inspect it with another group member. We first see the column itself and notice it would be hard to walk on the coastline, as it’s hilly. We take a little detour through the forest to get closer. When we get closer, we notice there’s also a statue in front of the column. The statue is on a cliff in front of the ocean. I go in closer to see if I recognize the statue. The imp flies upwards and notices West ward from where we are large mountains in the distance. Somewhere towards where we came from in the distance there’s a LARGER tower, maybe hundreds of feet high. It’s surrounded my darkish fog. 3-5 miles away or farther from Proto. The imp also sees the floating rocks found by the first expedition. This is 90 degrees to the left of where we are looking at the tower, so West??? North or Southwest?? Lastly towards the direction where the tower is, not exactly but generally, there is a ruined building of sorts that the Imp also sees. The statue has demonic features on it, but we’re not sure who it is. The statue has a horn broken off, it’s a female figure, holding a bowl that’s badly broken. The markings on the column themself look ornamental, no runes or written language. I will ask is someone can mend the bowl of the statue. We mend the bowl on the statue while Dante goes and talks to a nearby animal like he usually does. He takes offerings to this statue. The hedgehog’s name is [[Peanut (animal)|Peanut]]. We ask if there are any large creatures that we need to keep an eye out for and he mentions big bugs. Peanut didn’t like the spider image created. Not a spider or worm. There are some beetles but they eat dead things. Creatures might live underground. Peanut also notices the crab as one of the large creatures. We thank him and continue on our expedition. The bowl is repaired on the statue and I leave some rations in the bowl for Peanut. I start fishing for some food while we’re waiting on rituals to complete. Another ally walks the perimeter keeping an eye out for danger. When Ruben finishes casting his Detect Magic ritual, he mentions this is a holy shrine with divine magic. We continue going south on the coastline. [[Eastern Beach Ruins|The Ruined Abode]] The trees become sparser over time so travel becomes a little quicker. Hugging the coastline as much as we can. After around an hour, we find another river opening to the sea that seems to come from directly west. About now, we’re rounding the bay. We all get across easier than the first river, like we’re getting the knack of these expeditions! I feel myself getting stronger as I snack on my rations for the day. Looking out on the left side, North/NE of us, we see the ground Proto is on, and we’re at the bend of the gulf. Along the coast southeast there’s another peninsula maybe a couple more miles away with sandy beaches and reeds. It’s also slightly warmer, not much but a little. We also start seeing more warmer climate trees. 2 hours to the SE from the second river we start approaching the peninsula. Getting closer we notice the shape on the beach are [[Eastern Beach Ruins|a ruin]]. The floor is covered in moss, and walls in pieces, I notice that the moss has a luminescent quality that still has a sense of grandeur. There are some pictures barely visible on the inside walls that remain. We send our imp familiar closer to get a better look at the ruin. They don’t spot anything dangerous, or moved earth. Not easy to burrow or dig in this area with a lot of rocks around. We conjure an image to see if anything will jump out at it and attack it, to which nothing happens. Daisy walks into the ruins as nothing has shown itself yet. All of a sudden, I don’t remember where I’m at and how I got here. On the north wall is a beautiful mural, though incomplete, still beautiful, and it depicts warriors, no faces are specific, they look like generic adventurers against a backdrop of a forest or jungle. It seems like they track something. It’s like a story. On the mural under a piece of moss there’s a depiction of a paw, that resembles a lizard paw, or reptilian creature. Under another is a massive lizard depicted snapping bones in its massive jaws. On the next part we see the same hunter’s or adventurer’s riding lizard like creatures chasing other large lizard creatures. Juliette and Dante mention a SAFARI. The person that lived here must have gone on several safaris in their time. The moss has small droplets on it, but no alchemical properties. We discover a tunnel deep under the ocean that Juliette swims down to see as best as she can after tying a rope around her waist. The longer I spent in the ruins, the more she’s confused about how she got here. She remembers she was supposed to go to the cemetery with some allies. But there’s no cemetery in sight, the only thing around is a group with some same people, but some different that weren’t originally going to come to the cemetery with us. She is visibly confused as the Imp hovers nearby. She just stares at the outside of the ruined abode. Not knowing she’s already somewhat searched the area; she searches the area a second time for alchemical components or the cemetery she thought she is supposed to be searching for. She unfortunately doesn’t find anything. She’s confused and waiting on the rest of the group to join her to go to the [[Old Cemetery|cemetery]] (she thinks). Zulfikar points out our memories are being tampered with somehow. Daisy suggests leaving the ruins. I step closer to the ruins and investigate [[Obliviax Moss|the moss]] and see these shimmering droplets of water, and inside the water droplet there’s an image of a small tavern and people drinking, the tavern in Proto. As soon as I see this, I collect as much as I can in a vial. High level spells can restore memory but also eating the moss could restore memories or spell slots. Daisy grabs some memory moss and eats it, recovering her memories, but also gets a bit poisoned in the process. Off the coast of the ruined home, there was a sort of Basilisk that nearly attacked our allies. We will come back when we’re more prepared to harvest and bring back parts of the creature. We take a short rest and after which we continue heading directly South sticking closely to the coastline. The Final Leg I keep an eye out for danger along the way, but we’re not bothered by any creatures for now. The terrain isn’t the easiest to navigate which slows us down slightly. After a couple hours we come across something LARGE on the beach ahead with an odd shape. It’s about a half a mile ahead of our current location. Once we get closer, it looks like a HUGE oblong shape, and a nasty stench hits our noses. It smells like the worst place in Port Zoon, which is pretty bad. We get close enough to see an [[Beached Whale|enormous dead fish]]. Getting closer, it turns out the giant fish is a whale! And has been dead for a while it looks like. Daisy gets closer to investigate it up close. It doesn’t look petrified, but the wound is large enough for the creature that killed this whale to be bigger than it. That’s all I am able to ascertain from the wound. It was pointed out that there’s a valuable alchemical component in the whale’s stomach that is needed in making perfume, so we will try to extract as much as we can from it. Before we’re able to do that, we were nearly surprised by these creatures that were inside the whale carcass. Luckily, Daisy was able to warn everyone in time to back up and get ready. Roll initiative! We are able to slay all the creatures, one nearly killing Daisy in the process. We’re able to get the raisins for the perfume out of the whale’s stomach. Despite the nastiness of carving into this dead whale, we’re able to get 4 raisin pieces of Ambergris, the valuable item used to make perfume. Daisy tries to pick up a nearby crab to cook for dinner when we stop traveling. We’re going to camp out tonight and travel back the next day. We set up camp for the night, I cook the crab and have it before going to bed for the night. The next day we hike back to Proto. A couple people in our group notice to the south are bigger birds with larger bat like wings South/Southwest. There also seems to be space between the forest/woods and the mountains. The imp points out the islands are in a line heading further West. An ally found some berries on the route home. After hours, we finally arrive back at Proto, another successful expedition completed. ==== Report by Juliette de Guélis ==== We left [[Proto]] in the morning - a group made up of myself, Miss Daisy and three gentlemen: Mister Dante, Mister Ruben and Mister Zulfikar. We went west, taking the well-known path and then turned south, looking for the Shrine marked on the map. Fairly shortly we came across the river, a wide one, but nothing impossible to cross. We all made it without too much trouble using two ropes and a log of wood to cross, but the log might not be usable for much too long. After crossing the river we proceeded south until we reached the coast, rocky beaches, and the Shrine made up of a 20 feet tall, nicely decorated column, and of a female tiefling or demonic-looking figure. Her arms were broken of (definitely on purpose) and seemingly taken. Thanks to Mister Dante’s imp companion by the name of Jet (such an ugly-cute creature… reminded me of my mother’s pugs), we found out from a hedgehog ([[Peanut (animal)|Peanut]]) that people still give offerings at the [[Coastal Shrine|Shrine]]. I placed a silver piece in the offering bowl and a curious feeling overcame me, as if I have done some good… We tried to replicate the effect but nothing happened. It may be that the Shrine may only be used occasionally? I shall investigate further in the future. Also, giant ants live in the area so we have to make sure not to disturb them too much. Jet scouted the area and noticed two points of interest in the direction of Proto and some distance further - a tall tower surrounded by ominously looking mist, and an abandoned shack. We continued south alongside the coast and crossed yet another river, before turning a bit eastward at Jet’s guidance. There, we found [[Eastern Beach Ruins|ruins of a house]]. Its architecture might be from the same time and culture as the Shrine. One of the walls holds a large mural of a safari! From what we could gather, the house belonged to some mage who organised or took part in multiple safaris, ones in particular focused on large lizard creatures. The house had moss growing all over it, and as we explored this moss slowly ate away at our memories and magic! Absolutely abhorrent. I wished to burn it, but my companions preferred to keep it in case it could be used as an alchemical ingredient. Oh well. We had to eat the moss to recover out memories. It was disgusting. We also found a tunnel leading downwards (100 feet), perhaps to a basement of this mage - one that surely holds some treasure or interesting items. I swam down to see what we could find, but instead encountered a large snake-like creature - a Swavain Basilisk! It seemed too powerful to defeat so we will come back to it later, and perhaps try to capture it instead. I shall make sure I am a part of the expedition so I can find whatever might be left in its current lair. About half a mile from the house we came across a [[Beached Whale|beached whale]]- dead with wounds all over its side. Four alien looking creatures burst out of it attacking us. Thankfully Daisy warned us in time and we dealt with them without any issues and even managed to harvest some hooks. From the stomach of the whale, we harvested four chunks of ambergris! We should be able to sell it without an issue since it is a very expensive perfume ingredient. A scent not nearly as nice as iris and saffron, but to each their own. We have also discovered what looked like a part of a ship, but I did not recognise any of the markings or decorations. Jet spotted to the west of us a large empty space. Perhaps a lake or a [[The Desert|desert]] of some kind. It didn’t seem too far. Additionally, to the south of us he spotted flying creatures. Bird looking, but not at all feathery. Zulfikar also found marks of creatures large enough to knock down trees while walking! We set up a camp nearby and made our way back the next day without any issues. [[Category: Expedition Reports (5E)‏‎]] 80bccedae12490e942bd752a18656a1dfe80cd60 Expedition Report 4 0 56 386 129 2023-06-12T19:02:59Z NekroDarkmoon 3 wikitext text/x-wiki ==== Report by Rorin: ==== Our journey set out from [[Proto]], on a clear morning, with intent to return to the [[Hidden Shipwreck|shipwreck]] we happened upon by direction of the Harpy known as [[Yoraline]]. Heading northwest, with Jet as our eyes in the sky, we were able to return to the floating rocks in the sky, southeast of the shipwreck, after 4 hours of travel. we were able to obtain a sample of flora from the top of one [[Floating Rocks|floating rock]], and a core sample of the stone from below. A marker was placed at the south-eastern most edge to denote where not to stand below, if the gravitational forces are no longer in effect. The following leg of our journey took us 3 hours, trudging through uphill/difficult terrain. we happened upon an area that was home to a LARGE predator, with claw marks left on a tree, nearly 7.5 feet up the trunk. with our Impish companion as our eyes above, we were able to see that there is another small collection of buildings to our east, along the north bank/coast, accompanied by a tower further east. roughly 6-7 miles east, from that location. uncertain if it was being used as dwellings for now, as it was too far afield. we decided to head west, to our original goal. 30 minutes of travel from that point, west, we were able to find and arrive at the shipwreck. it was not abandoned as we had suspected, but now felt a very malevolent presence, with the presence of many undead as well. an undead (skeletal) owlbear and 4 skeletons guarded the cliff face. we quickly dispatched them with the clever use of Ruben's levitate spell on the owlbear, and the imp hurling dad jokes and witty puns at the skeletons. with the enemies felled on the coast, the presence was still looming. we were able to determine that there was another entity with Jet(Imp) scouting below, in the capsized ship and being attacked by a creature we later found out was an assassin skeleton covered in barnacles. The imp was returned to us at the cliff edge. the information was relayed about the other presences still below. Rorin set up a rope on the west edge of the ship, heading down the cliff, into the water, and allow for entrance into the wreckage. Rorin then went below to explore what can be explored below. shortly after diving about 20 feet, he happened to see 4 greatly mutilated and undead sharks. he quickly made it back to the rope, and up the cliff a bit, before the sharks tried to bite at him. the rest of the party was made aware of the problem, and made a plan for response. which didn't go well, due to the water problem. DWARVES DONT SWIM, WE SINK!!! If any other ventures were to take place in the water, I would need to find a better method of movement. and a better weapon. I think i will need to buy a trident for specifically using in the water. despite the unfortunate circumstance of fighting in water, we were able to fend off the sharks, and dispatch them, with aid by our wonderful cleric, Thurrim. He has been quite an asset with his divine power, providing light in the dark, and an invigorating aura. while below, we find the location of the skeletal entity that tried to kill Jet, and happened upon many more. 2 other undead, along with the assassin covered in barnacles, and a necromantic entity that sapped my strength. these creatures did not fall easily though. some seemed to have come back from blows that would have dismembered them, or removed them from play entirely. with clever use of spell and blade, we dispatched them, nonetheless. we were able to find quite a store of odd goods, and items. We found Boots of striding and springing, a ring of protection, and a ship's figurehead, or some such, that was well endowed indeed. if one were curious, ask. not for all to know. the figure was returned via Dante's wonderful vessel. [[Category: Expedition Reports (5E)]] e24344d6ab86350edec8c3ee4dd73919b48b1606 Expedition Report 5 0 60 387 162 2023-06-12T19:03:16Z NekroDarkmoon 3 wikitext text/x-wiki Date: 21th of Fessuran, 845 PD ==== Report by Marly ==== ==== To the [[The Foresters Camp|Forester Camp]] ==== Party: Dante and his Imp familiar Jet, Thurrim our navigator, Makoto, Juliette and yours truly - Marly. Going West - 1h30 - regular terrain We set off from [[Proto]] with our sights on the forester's camp about a day away - rumors have it weird things have been happening to the workers there. ==== [[Fey Lake|The Lake]] ==== We are quickly diverted on our way as we come upon a lake or pond that was mentioned by a frog in a previous expedition. The animals have a ritual of throwing silver pieces and other shiny offerings in its waters. The lake is rather small and is surrounded by a magical mist that doesn't move with the breeze. A willow tree sits in the center, looking peculiarly like a person. Behind the tree is a cliff face, 20ft tall, which is constantly dripping water into the body of water - seems to be the water's source. On the banks, animals are mingling regardless of whether they’re predator or prey. Coyotes, cats, mice and crabs all cohabitate in harmony. The animals remain chill as Dante approaches them and greets them. The water’s fine. I wade around a little bit and meet a turtle friend. The turtle is thoroughly unafraid, waving its leg to say hi and swimming round. Dante communicates with the turtle - his name is [[Stingislauc (animal)|Stingislauc]]. Apparently turtle names indicate how old they are - Stingislauc is confused as to why Dante only has one name. No one will be able to tell how old he is because of that. Stingislauc tells us the Guardian Tree makes sure the lake is neutral territory for all animals. The only rule is they can’t fuck in the lake. Nothing comes for free… A detect magic spell reveals, as I swim across the lake, that the whole place is absolutely lousy with transmutation magic, the water especially. Many shinies sit at the bottom of the lake: the animal’s offerings. Better not mess with that though - you never know with local superstitions. Especially when they involve a super magical lake. As I continue on, swimming to the tree, each stroke gets easier and easier. Sitting on a rock close to the surface, near the tree, I realise I’ve been getting a little help. My feet are lengthening?? Longer, more flexible toes. Muscular ankles. Beaver-like. Weird, but I won’t pass up the bonus muscles. Maybe I can finally skip leg day. The rest of the team has gone on foot around the lake like a bunch of landlubbers, with a goal of examining the rock face behind the tree. Juliette decides she needs a rock sample from the mysteriously dripping cliff and, after multiple failed attempts to cut the rock with her dagger, the others help her design a very smart (?) system: to lodge the sword in the rock and whack it with a warhammer. This goes about as well as you would expect, and the poor noble lady gets her hands whacked in the process. She loses her grip on the rock and, instead of plummeting into the water, she ends up standing perpendicular on the wall?? Like she has sticky feet or something. Her obvious lie that her family is just into rock climbing fools nobody! She is weird. Jet the imp goes invisibly into the lake's waters and spots a gold lockpick, which he attempts to bring to the surface, but is held back by a watery hand and a voice in his head that says: ''Leave it be, little friend. The river may change its course when it wills.'' Booty like that sitting unattended at the bottom of a lake - too good to be true 🙁 The hand lets go when Jet releases the lockpick. Undeterred, Jet goes back to grab it again, this time offering to trade it for a gold coin, but the hand of water reappears and holds him in its grasp more firmly. When Dante calls Jet to his pocket dimension, the hand, instead of dissolving, swells into a big wave that washes over the tree. In its wake, it leaves a watery looking elf dude sitting on the tree. His cape is made of flowing water and his eyes are molten blue - you get the idea. Juliette greets the elven man in her nobly way. He seems somewhat confused, asking questions such as: “What year is it? Pre or post-divergence?” “Which [[Vaults|vault]] did you take?” (I’ve learned since that the vaults are used by powerful people to keep magical artefacts and powerful knowledge away from other people. Typical.) He also seems confused when none of us seem to recognize him. It turns out he’s some fey lord - I didn’t catch any of his fancypants names (you’d have to ask Juliette) so let’s just call him His Wetness. He watches over the lake and does all the magic here. “Are you sure you’re supposed to be here? Where are the automatons from last time I spoke to one of you?” -> someone mentioned a golem sitting in a river in a previous expedition. Maybe he means that. To Makoto: “Don’t you know it’s not safe here? This whole plane.” “I can see who you are: you’re supposed to be in the fey wilds, back home. What are you doing here?” Makoto then changes into his changeling form, revealing his fey origins, but says he cannot go back and is not sure where the portal he came through is. The Fey Lord offers to write him a letter of recommendation to go back to the fey wild if that’s what’s holding him back. “I think I've been asleep for a little while. Are the old deals still on? I would hate to interfere with things I'm not supposed to interfere with. If your lord or lady wants me to retreat from my task of keeping this lake and water source clear, I can take a break.” -> this dude provides clean water for Proto in exchange for a small fee from the local fauna. Best not mess with him. Juliette tries to get him to spill a vault location. He says you can establish a vault wherever you please, and he is not inclined to give us any further information on the whole process or what existing vaults may be on the island already. As he puts it: “I am vibing in this lake for a very long time. I do not take little trips or chitchats.” Doesn't care about anywhere else but his lake. He gets kinda miffed at our repeated questions and banishes us from talking to him. Says I, Marly, am welcome to stay, on account of my ancestors. I almost take him up on his offer, like a dumbass - hello, he’s fey! He means stay forever. No thanks. ==== On the road ==== Going West - 30 minutes Dante hears the sound of bells - same as the previous time. He sends Jet there to investigate. A perfect circle of trees of different colours. The sound is coming from them. ==== [[River Arch|The Arch]] ==== Going South - 1 hour We come upon a river. The road is easy going, clear from the trees. Past the river, going west for 30 minutes: a massive stone construction sits astride the river. An arch, 30ft tall, run down but standing tall and proud against the ravages of time. Decorative carvings. The arch is obviously ancient, carrying a long, unknown (to us) story. It looks like a door or gate maybe used to stand there. Looking at the state of the rocks around the river bed: the river seems to have been wider at one point - perhaps seasonally? Juliette climbs the arch with her weird spidery ways. At the top, the stone is kinda mushy - moss? A confused pigeon looks at her. She’s walking in pigeon shit. No writing or anything of note, but she can see the bells from there. ==== On the road ==== Going South - 1 hour - regular terrain We come upon another river. Going across the river - 1 hour - regular terrain We come upon a forest grove. [[Ring of Mushrooms|Ring of mushrooms]] in the middle of a small thicket of trees. Makoto sneakily zooms to the mushroom ring. They shimmer ominously, pulsing with otherworldly magic. Weird sensation that the mushrooms are looking at you? Dozens of intriguing whispers. Continuing? I lost track of where we were going here. I think we got a little lost, but don’t tell Thurrim I said that. Jet gets up to a vantage point and sees giant leathery birds in the sky due South, with exotic trees. Going West - 30 minutes - towards mountains The river source: mushy ground. [[Stone Path|Flat rocks]] paving a way across. The rocks are spaced far enough that we need to jump to go from one to the other - not sized for our footsteps. The rocks are going in the same direction we are going. We follow the stepping stones. Covered in moss, intentionally placed. Little frogs live in the marsh in between. Cute landscape but wet. Dante tries to start a conversation with one of the frogs by asking if he knows [[Gorf (animal)|Gorf]] (a frog met on another expedition). It is rude to assume that all frogs know each other. The frog ([[Pony (animal)|Pony]]) says he’s seen people like us - our size but without legs?? More like a snail. He says he’ll help us more if we make him a cloak, so Jet crafts a little hoodie for him. Pony seems initially circumspect but Dante convinces him that he’s going to be ahead of the fashion curve because these are all the rage with the frogs back East. Pony the frog tells us his grandma used to tell him stories not to walk on these rocks because huge people might squash them. The slug / snail people went his left and then the other way (S to N and back S), back the way they came from. ==== [[The Foresters Camp|Forester Camp]] ==== Going North (perpendicular to the mountains) - 2 hours - difficult terrain We finally manage to get back on track! After 8 hours of travel we see a clearing. It is fenced and beyond it are shacks and tents. The camp at last? Holes in the wooden fence A faint smell of wood smoke (2-3 days old campfire). The camp appears to be abandoned. Layer of dust on things - not used in a while. No animals in the camp despite the presence of a cart. Signs of animals having been in the vicinity. Scratch marks from dogs - local fauna took advantage of the camp being abandoned. Hoof prints - the animals fled? 2 animals going in different directions from the camp No drag marks. Main barracks: 14 beds, don’t look lived in for the past week No signs of looting or struggle No personal belongings - nothing of worth Inside the door of the outhouse is a freshly hand-painted poster featuring an Ace of Spades. “Join me in the House of Cards and win your life!” -> Rumours about the foresters playing card games. After surveying the surrounding region and after much befuddlement from Juliette at the concept of bunk beds, we settle in for the night. Through the different night watches, some yellow eyes of wolves are spotted in the forest, but they are easily spooked off. Nothing of note happens. ==== [[House of Cards]] ==== Going West - 2 hours Through the rain, we see a red-orangish glow, like fire but no smoke. We approach and see a structure: 2-stories tall, like cards stacked against each other. Walls made of red paper fitted over wooden frames. No windows. The entrance is shaped like an Ace of Spades. Red paper lanterns float around the building. A soft mutter emanates from it. Jet the Imp goes ahead to scout the place. The muttering is muffled by the sounds of birds. Inside the place are bird cages - a big one shaped like a cross, plus others scattered to the sides, some of them open with birds singing free around the tavern. Gambling tables - dice, cards… A good few patrons, most gambling. Engrossed in the games. Glamorous servers are keeping their glasses filled. The interior is suffused with this dim red light provided by candles and lanterns. Decorated by a subtle playing card motif everywhere. Soft music of which we can’t find the source. Approaching the place is as if someone was pulling at your flaws... [[Ontranto Emporius|A man]] puts a hand on Jet’s shoulder: a golden necklace, beautiful garments, two horns, a mustache curled on both sides, fangs - similar to Dante. He bends on one knee to greet Jet: “You like what you see, little one? Invite your masters next time.” Then pushes him outside. We teleport back to camp with a mind to come back and investigate this place further! ==== The Short Version ==== On our way to the forester camp we found a magical lake that provides clean water for Proto (courtesy of a fey lord), saw the source of the sound of bells, a giant arch of undetermined purpose, a ring of definitely magical mushrooms, and giant stepping stones. The forester camp was found abandoned with a mysterious poster pointing to a House of cards. The House of cards seems to be a gambling den tucked away in the forest where people revel in a charmed state. An unidentified tiefling acts as bouncer to the place. Survey results In the vicinity of the Foresters camp you can bump into: All types of beasts (bears, apes, tigers, dire wolves, giant boars, poisonous snakes and others) [[Lycanthropes]]. Human bandits. [[Yuan-Ti|Humanoids with snake-like legs]]. Huge and Gargantuan lizards to the south. Moving Trees. Occasional monstrosities ([[Ankheg|Ankhegs]], [[Bulette|Bulettes]]) Another camp to the West NW from here are [[The Open Fields|open plains]] [[Category: Expedition Reports (5E)]] 86a4c9bde3940b7fbae62acf6f73b043598ea301 Expedition Report 6 0 79 388 169 2023-06-12T19:03:30Z NekroDarkmoon 3 wikitext text/x-wiki Date: 23th of Fessuran, 845 PD ==== Report by Nicolas ==== We left [[Proto|town]] at 11am due to rain, leaving in the fog, following the river west to the [[Fey Lake|lake]] with the [[Ulorian, the River King|Fey Lord]]. (Never did get that guys name...) Rorin notices things along the way, like marks on the trees about 45 minutes out with an [[Tree Markings|X and a Tombstone]] on it, and starts pointing them out. Another 1 hour and 15 minutes (2 hours total) while on the bank (easy terrain) we arrive at the lake, the mist around it is very thick. Dante drops off [[Pony (animal)|Pony the Frog]] (and gives him a silver to give to the lake). There is a conversation about what constitutes the lake, vs the shore for reasons of… partying… and then Dante decides to swap the silver out for a gold piece, which Pony tries to eat. Finally Dante takes back the GP and throws Pony and the GP into the lake at the same time. A few of the party, including myself, toss a silver piece into the lake… Just in case not doing so incurs the Fey Lords wrath. Ekanir wades into the lake to swim for about ten minutes and then after that suddenly starts to swim much, much, faster. As he steps out we see some webbing between his fingers and we presume his toes. Jet flies up to see the rocks and scout the terrain ahead. Jet helps guide us around the forest between us and the rocks, directly north from what my senses tell me. RANDOM ENCOUNTER! Rorin is hit by an arrow from over 100 ft away!!!!! A [[Zokiel|giant snake thing]] attacks us, later I recognized it as a [[Yuan-Ti|Yuan-ti]]. I rush forward to attack, but then am hit by a poisoned arrow and go unconscious. I come back awake as Ekanir(?) heals me. Sydri examines the body of the Yuan-Ti after we bring it down and gains “1 broken longbow, 10 arrows, 1 broken scimitar, empty rations sack”, and a “large portion of its hide/scales, and 2 vials of Shape Shifters blood”. The vials they borrowed from my Herbalism kit. Note to self. Get those vials back... MOVING ON About an hour from the lake at a normal walking pace we reach the other river, and to the left we see maaaaaybe 2 miles away the [[Floating Rocks]]. River is flowing from directly West from what I can tell. Crossing here would be “pretty risky and tricky.” “Biggest river anyone has seen as of yet.” There a few dirty jokes alluded at that. I ignore them. We travel on the southern bank of the river and move upstream to the west. The terrain gets pretty bad, and it takes about an hour until we reach the floating rocks. Rock On: Or, the Swole Familiar and how we Learned to Love It. Back in town the prior rock sample had been run through a Detect Magic spell and kicked back a "Transmutation" result. Funky stuff. We pulled out almost all our rope, about 650 ft of it, and tie them end to end in a line. The spare ends get tied to pitons. A section in the middle is looped off as a harness rig. Someone enhances Jet the Familiars Strength, who then becomes... obscenely muscular. Truly a sight to behold. Could sell tickets. Jet flies the mess up with a hammer and with a few mighty swings hammers the pitons into two spots on the rock, spaced to allow for towing. There are comments about Swole Jet. I don't know what they mean. I ignore them. Rorin attaches a Saddle with a Block and Tackle on it that he had rigged and stored in Sydri's Bag of Holding to a tree, and then the bridle assembly to the block and tackle, to test and see how a gradual pull affects it. Ekinar assists, leaning in with his goliath weight. Sudden pressure, then CHING as the Pitons fly as they come free. The rock wobbles in place like a buoy. Jet goes to hit it with a sledge hammer, to no effect. He drops the sledge hammer 200 feet, and tries to push. Nothing. The Sledgehammer shatters upon impact 200ft below. Sydri puts all his gear in his Bag of Hold with all the icky Yuan-Ti gore, and then Swole Jet, looking nervous, picks up Sydri and tries to carry him up. At 50 ft up Sydri reaches to swat something crawling on his nose, causing Jet to drop him. Sydri Feather Falls down. Rorin asks for another rock sample using a pickaxe. A Huge chunk comes off, and the larger piece moves up even further and bobbing more. The chunk that fell shatters into 7 pieces, weighing together about 120 pounds. Appears to be maybe Limestone? Rorin takes a piece about 25 lbs, Ekanir takes 20lbs and Sydri takes the rest. As an experiment, Jet takes the Bag of Holding to the top of the rock and pull out the rocks. The Rock moves down. It also moves down when he stands on it and then tries to fly against it downwards. The Party decides to give up for now. We decide to head north to the Beast tracks. Before heading north, we take a short rest since the rocks proved too stubborn and the Yuan-ti was rather the nuisance. Ekanir has an eagle friend flying around who after a while starts to head near the rocks. Soon we see what looks like hunting dives, but on closer inspection we find the eagle is actually evading a large [[Bat-like creatures|swarm of mosquito like creatures]]! they eventually give up and head back home... INTO THE FLOATING ROCKS! ... We could have brought one of those home? Ugh. Based on prior reports and the recent rainfall we cross the river and head North. It was about 30 minutes north to a treeline, and then we turned east to follow the treeline for another 30 minutes. We find some animal tracks that match. It looks like four medium creatures on four legs, and a big'un to boot, with a tuff of brown fur nearby. Not much else to go on beyond "four toes and loooong claws." Whelp. It's what we came for. Jet turns invisible and flies up into the air. The tracks lead to and from the river and the trees. We need to go into the woods. Jet looks about sees the [[Lighthouse/Darkhouse|Tower to the East]], no much closer than ever before, but this time it blinks every minute or so and turns dark, like some rotating shield of darkness? A... Darkhouse? He tries to help guide us forward. We head north into the forest following the tracks for about and hour and a half. The terrain is bad. It's cold, misty, it's getting dark. We find a [[Crocuta Lair|natural rock formation with a cave in]] it. I don't like it. No one does. Jet goes in to scout. Dante said he and Jet heard Yipping and such, all I know is I saw some [[Crocuta|great murderous beasts]] come rumbling out because we all got used to Jet smelling like Yuan-Ti gore and the wee beasties thought he would be a tasty snack. Rorin did his enbiggening trick and barged in, I managed to snare one with a spelled arrow. Two bleeding more came out for a total of four. I was doin' the math in me head as one or two died when there was a great roar from behind Rorin... Theswerd — 02/27/2023 5:03 AM Turns out these were the cubs. And momma or dadda was none to pleased wi' us. Now, I'll tell ya, I gone down in a fight. No shame to it. But I don't know that I have seen two mighty folk like Rorin and Akenir go down as many times in one fight as they did. They really pissed this thing off. Rorin went down three times and Ekanir twice, and let me tell you I have never been so glad to be a ranged fighter as this day. I don't think me arrows doing as much as they should have, but I don't think I coulda gone tow to claw with this mutha... well... it was a beastie. Even then, we put it on its heels and Dante I think got the kill (the bastard. I haven't to kill anything yet since I been here.) with an eldritch blast as it fled. We skinned the lot, got some teeth, claws, hide... bet that beasties hide would make some fine armor... Teleported home as it was getting dark and we were bled dry. Now I'm off to sleep and to figure out what to do with 650ft of rope. [[Category: Expedition Reports (5E)]] e690aa888bd009863de752f4d3527329f9ca7ebf Expedition Report 7 0 82 389 170 2023-06-12T19:03:49Z NekroDarkmoon 3 wikitext text/x-wiki Date: 24th Fessuran, 845PD ==== Report by: Talaedra ‘Prints’ Liadon ==== I’m but a few days off the ship in this strange place, and I found work already. The group I joined was a curious mix of a couple of fellow elves, a dwarf, and a cleric of the Moonweaver with the ancestry of both. They had a few leads they wanted to follow up on - [[The Lightkeeper's Shack|a shack on the northern shore]] of the estuary; a [[Lighthouse/Darkhouse|tower further up the coast]]; and a series of [[Abandoned Port|structures]] on the northern edge of the peninsula - but needed someone experienced in navigation to ensure accuracy. That’s where I came in. With the help of fellow relative newcomer Zulfikar, and guidance from Thurrim the cleric, I led them west along the river for an hour, through a forest of broad-leafed trees (this was clearly important to the party. They were looking for '[[Boldberry Bulb|Boldberry Bulbs]]', which grow only in evergreen forests.). We then turned due north for another hour, eventually meeting a wide and fast-flowing river, at least 80-100 ft across. Waterfalls complicated the crossing, but using a combination of magics and rope, we made it to the north shore without anyone getting swept away (despite several of us falling in), and left the [[Dwarven Falls|makeshift crossing]] in place for the future. From there, we headed due east, skirting a huge, but apparently recently fed snake, reaching the cliffs on the northern side of the estuary. From there, we could see a [[Old Cemetery|cemetery]] on the southern shore. The dwarf, Ruben, levitated above the canopy and made note of two of the points of interest they wanted to investigate: the shack to the north of us, and the tower - more like a lighthouse - to the northeast. Fifteen minutes’ walk northward led us to the structure - more a hovel, lacking any sort of roof and with its walls falling down - but we had been beaten to it. A group of five individuals could be seen searching through the debris inside. Appearing placid, the scribe Zherrias, flanked by Zulfikar, approached and spoke with them, while the rest of us remained as hidden as possible. I missed most of the details of the conversation, however when we made to leave, the group became hostile, grabbing for those inside the floorplate of the building. Moments later, all five strangers dissolved into a red slime and seeped into the rain-drenched floorboards, leaving Zulfikar weakened from the encounter. We decided to leave, but I noted the names given by these…apparitions…to ask after in [[Proto]] later: - Wutgarek, an orc with whom those inside spoke the most - Methild Eilfir, a woman with long black hair - Dwenn ‘the Shark’, a man who notably wore a bright red neckerchief - Doutel Forgeheart, an elf with impairment to his hearing - Shanna, with whom interaction was minimal Thurimm suspects these may have once been real people, whose likenesses have been co-opted by whatever lurks underneath the wreckage, in order to snare more victims. The lighthouse was our next intended destination - but it is unlike any such structure I have seen before. Waves of blinking darkness seemed to emanate from it, distorting the mind. I estimate we made it half-way from the hovel to the distant tower, before I felt a momentary loss of my wits. When I came too, had drawn his dagger and was holding it menacingly. A minute later, Zulfikar seemed to lose himself and attacked Thurrim with his rapier, wounding the man. We quickly determined that these moments of madness coincided with the waves of darkness from the tower. Thurrim experimented with a blindfold and was unaffected by the strange power, but we decided against pressing our luck, lest we all turn on each other. From there, we headed north west, towards the final objective: a series of structures on the northern coast. The climate was noticeably colder as we approached, perhaps due to the winds off the ocean. Granted magical invisibility by Zherrias, I scouted the area: four buildings, overlooking a low cliff, at the bottom of which a half-submerged ship, on its side, could be seen. Inside several of the damaged structures, means of entering a subterranean lair were found. I was injured when, stepping on a broken stone dock, jutting over the water, a sharp protrusion pierced my boot, causing great pain, and a dreadful, debilitating sickness in my veins. Going underground, we found signs of habitation, and traps. Not long after, one of our number heard sounds of pursuit, and we were forced into conflict with an opposing group. Overcoming them was tough, but our party held strong, and vanquished all bar one, who fled. Further investigation led us to a hideout within the body of the capsized ship itself, and we gathered what valuables we could carry, noting a large stash of scrap steel which was immovable by hand, but clearly worth salvaging. Upon our return to Proto, arms full of trinkets, I consider myself lucky to be alive. I am so far from home, but determined to make the most of this opportunity. [[Category: Expedition Reports (5E)]] 9ec660e6161a933877230990b4b0535ba7c5c162 Expedition Report 8 0 88 390 192 2023-06-12T19:04:11Z NekroDarkmoon 3 wikitext text/x-wiki Date: 25th of Fessuran, 845 PD ==== Report by Dante ==== Dante walks into the town square and starts creating images and sounds with Minor Illusion: *An enormous insect creature bursting out of the ground...Rorin getting burned by an acidic substance, barely clingy to life...Jet instantly vaporized...Dante,Juliette, Ruben, and Daisy petrified in horror...* [Record scratch] "Yep, that’s Expedition 8. You’re probably wondering how we got here. Well, it all started on the morning of the 25th of Fessuran…" ==== [[Fey Lake]] ==== Hoping to discover the location of a fey-touched evergreen forest where the elusive Boldberry Bulb grows, Rorin summoned the King of Rivers, Ulorian. Appearing as a face in a huge wall of water, Ulorian remarked that we are seeking a forest spirit, made some reference to a gust of wind that blew way over my head, and said we should seek the river source and mention his name. ==== [[Bronzewood |Bronzewood Grove]] ==== We decided check out the bells while in the neighborhood. While walking through the woods, Daisy noticed a monstrous feline creature with a set of tentacles and one too many pairs of legs resting in a tree. We quickly spotted three more in the area and tried to sneak around them but they were alerted to our presence. With a combination of magical darkness, illusions, whispers, and Jet shouting infernal curses, we managed to confuse them enough to escape. Still wanting to investigate the source of the bells, we took a longer, curved route to get around the beasts. And are we glad we did! We found an entire grove of metal-like trees that our Lorekeeper has identified as Bronzewood ==== [[River Arch|The Arch]] and [[Purpur's Headwater |Water Source]] ==== Between Jet flying up high and Juliette’s survival skills, we were then able to make it to the Arch over the river. Ruben noticed a very faint aura of conjuration magic. We tried to identify if there was a missing power source, similar to the golem, but we were unsuccessful. We made our way further up the river to get its source, hoping that this is the source [[Ulorian, the River King|Ulorian]] was referring to. We found a huge pile rocks with water slowly being pumped out from underground. Rorin tried to call forth an earth spirit in common and dwarven, but nothing happened. Being fluent in Primordial, I tried Aquan, Auran, Ignan, and finally Terran, and what do you know—a boulder-like earth elemental named [[Purpur]] (make sure you roll those R’s) was underneath our feet! We quickly made sure we were no longer stepping on it or any of its friends. Turns out Purpur and its friends are responsible for building up the pressure that creates the water flow. We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? We told Purpur about our association with the River King, but he didn’t seem to know him (which would be very insulting to Ulorian, so please do not tell him). Maybe we aren’t at the correct river source? When asked about the forest spirit, Purpur told us about witches that used to live, uh, I forget where he said. Maybe my Terran isn’t as good as my Ignan. Maybe north of Purpur, near or at a port? When asked about the location of rare metals and ore, Purpur told us about [[Crystal Trees|crystal-like trees]] near the mountains that sit above an ancient mine—these must be the same crystal-like trees that Jet saw in the distance during Jet’s Journeysᵀᴹ Volume 1. Purpur also confirmed that [[Wolfram]] can be found in the mountains where lightning strikes and that there’s always a storm brewing in the mountains. In exchange for all of this information, we promised to bring Purpur back a sample of rare, tasty stone or metal when we find some. I believe Purpur will continue to give us new information with each delivery. ==== [[Marshal (animal)|Marshal the Owl]]==== We left Purpur and headed past the Forester’s Camp to try to find the giant stepping stones. I know, I know, what could possibly be so interesting about some large rocks? But we have two dwarves in our party, so we had to… Fortunately, we got lost, which set us on a more interesting path! The weather had grown stormy with high winds, so I looked for any birds taking shelter in a tree and found Marshal the Owl. What a smart fellow! He pointed us in the direction of the large stones where the frogs live, and also warned us that those snake-like creatures live in the south. I asked if he needed any help, and he told us that these large, spitting insect creatures are quite the nuisance and cause all the small prey to leave the area. Sounding more fun than looking at rocks, we decide to take care of this nuisance for Marshal. ==== [[Ankheg Nest]] ==== We continued on to the location of the Ankheg Nest and found several mounds of earth. Using Minor Illusion to mimic the screaming sounds of tasty prey, Juliette and I lured the bugs out of the ground. We fared well, slaying a number of them, but suddenly the entire ground began to quake. One of the [[Ankheg|ankhegs]] that we had already slain, rose up and shambled over to Rorin, attacking him. Rorin put the creature down again, but then an enormous Mommy Ankheg burst up from the ground and sprayed out of a cone of thick, heavy acid. Poor Jet was instantly vaporized. He’s been through so much since we arrived here. With the help of Ruben’s foresight, Rorin was able to avoid some of the acid, but was brought close to death. The creatures burrowed underground again and we high-tailed it out of there... And before you start asking me about distances, directions, and how long it took to get from blah-blah-blah. We had two cartographers in our group—ask them! [[Category: Expedition Reports (5E)]] b93c22aaecaf275efe26fd99c171a3fe81ac44d3 Expedition Report 9 0 98 391 280 2023-06-12T19:04:32Z NekroDarkmoon 3 wikitext text/x-wiki Date: 26th of Fessuran, 845 PD ==== Report by Rorin ==== Rorin woke with a start to join this latest expedition, as it seems that many had that same problem. sadly, upon joining up with the group just at the bronzewood, on account of the dwarven stature, the party was still missing one of the originally intended party members (Rorin will check in with Daisy when he returns to [[Proto]]). apparently the party were interacting with something or someone, but Rorin never saw anything. anyway, we then remember where we were intending to head, and start heading south from the [[Bronzewood|bronzewood]]. We return to the river in which the lovely stone archway spans, and realize how long we have been traveling, and take a look around. the river south of us, was close enough, and head to that following river. we notice along the southern river, there is a pair of EXTREMELY large trees. we investigate it, and find out that it is a pair of trees that were enhanced by magic possibly? but they were grown with their roots and the limbs of the tree creating a bridge to span the river. very interesting, but not made of stone. sad... <br> after a few more hours of slightly aimless(we got lost, alright) and a change in weather, with heavy winds, we make it to the [[The Foresters Camp|forester's camp]] to spend the night, and rest after a full day of travel. we search around, and notice that the tools are gone. nothing left of value or reference to the forester's that were previously, besides the Shithouse with the [[House of Cards]] poster placed on it and the cabin they built. (odd place for a poster. why the Shithouse...) after getting settled for the night, the winds and rain turned into a storm right outside. Marly, enjoying their time in the rain and wind for a moment, then became a tree branch in the wind, hitting the cabin wall, going unconscious. Rorin hears this, and goes to investigate what happened, and almost gets dragged off himself. A strong storm, came out of nowhere, and continues. <br> Rorin swells in size so as to not be a kite in the wind, uses his dwarven low center of gravity to get Marly back into the cabin, with keeping the cabin door closed with use of pitons and a rope, with a taut-line hitch. Marly is revived with a slap of a healing word from Juliette. shortly after, lightning strikes multiple times, uncomfortably close, there is a scent of burnt air/ozone present, and the crackle of lightning. it is a bit brighter outside, as we see lights? Rorin opens the door enough to see outside, and gets blasted with a bolt of lightning. FROM A LIVING LIGHTNING BOLT CREATURE. taking that to the chest, while standing in the way of the door, fighting starts, and is a bit hairy. Thurrim's benevolent twilight emanates and soothes the nerves a bit, and Rorin charges and confronts the [[Living Lightning|living lightning]]. Apparently, they cannot harm each other, with their lightning. i have tried. their turned out to be 2 of them. after 12 seconds, the creatures were able to bring low the mountain(sized) dwarf. Marly, maybe due to Rorin dragging them in, came to Rorin's aid with a touch of vitality(1hp, which i don't blame them for). Rorin stands, realizes the dire situation, and throws Marly 20 feet away, saying, "RUN". spells, and insults(Juliette) harry these lightning creatures, and still they persist. far to the west, in the forest beyond the camp, a head and shoulders of a creature is visible in the dark, with the flashing of lightning. Rorin has a moment of realizing what this is. He bellows out in Giant, "THE STORM IS ALIVE". with aid of Thurrim and Juliette, the creature's attention was caught, and they head our way. a couple of Magic Missiles, and a very well placed Guiding Bolt cause the creatures to finally still and our distress is abated for a moment. out of the edge of the woods, the face and shoulders, and now the rest of the creature now visible, makes for a dream come true for Rorin. <br> Rorin's thought as to what was going on was somewhat accurate, in his mind, as this is a prime example of a [[Storm Giant]] in their great majesty. an attempt at parlay was made, but not acknowledged, as they referred to us a something to the effect of disgusting lowborn. they take the bodies of the living lightning into a satchel of their own, and rebuke the party with a gale of wind, knocking Marly and Juliette out, and walking north east, probably to the ruins of the floating castle referenced before, which we assume is the floating rocks. Thurrim is able to revive them, with a few simple healing spells, and realize this storm is not something we are equipped to weather. we return, bruised, battered, and barely breathing for some, and rest for the night in Proto. [[Category: Expedition Reports (5E)]] e612d1ab60f550ca501ea858dcf037e3f1a7c429 Expedition Report 10 0 102 392 201 2023-06-12T19:05:31Z NekroDarkmoon 3 wikitext text/x-wiki Date: 27th of Fessuran, 845 PD Report by Karadin We travelled south to the coast, where we saw the Shrine to the west, then followed the rocky shore west to the mouth of a river then upstream to a [[Fallen Log crossing|fallen log]] that partially bridged it. Thurrim slipped while crossing the last bit, but we were able to get a rope to him - hauling him back in was more challenging. Eventually arriving at the [[Coastal Shrine|Shrine]], Karadin enjoyed the view over the ocean but definitely didn't paint it while others investigated. "The most metal thing here is Valries." There may be a piece of the fallen pillar in the ocean below the shrine. Reaching another river, we travelled upstream for a bit to a place where the river slowed despite being narrower - clearly not natural! Rorin got big and heaved several [[Rorin's Crossing|boulders into the river]] to create a ford of sorts - Rock on! Karadin discovered a silvery magical aura on the entire riverbed, which appeared to be one continuous stone. We spotted the arch upriver, potentially invalidating previous maps - or does the river move?? Cutting southeast, we spotted a Very Large Toad chilling but chose not to engage. Returning to the coast, we had some amazing views which again Were Not Painted! Much talk of beer. Valries spotted some rock formations, possibly pillars, further down the coast, something moving, [[Basalt Cave|and maybe a cave]]. Thurrim created a lovely little hut for us to camp in. Overnight, all the weirdos came out! There was a reddish glowing mist floating over the sea, a #@$ Loch Ness Monsterreared its (value judgment deleted) head from the sea, and a #$ [[Manticore|nightmare]] descended on us with No. Warning. Absolutely None. According to the guy on watch!! A lion with bat wings, spiked tail, and waaaay too many teeths batted at the dome for a bit before flying off while I discreetly #&$ myself. Keep an eye on the skies!!! Reaching another [[Rocky Estuary|river estuary]] we found several 'shinies' (broken glass / ceramic shards) in the surf, as well as a few intact amphorae amongst the moss and algae. A pair of horses were restrained by seaweed, and Rorin and Karadin were 'moved' to rescue them. Thurrim suppressed that 'movement' with a calm emotions spell, and they were revealed as kelpies wanting to drown us - Unable to ambush, they legged it (kelped it?) out to sea. Keep an eye on the water too!!! With the drowning threat avoided, we found several blue & gold bottles / amphorae floating in the surf, sealed with an iris flower in wax... Most contained red wine gone to vinegar, but two were filled with coin, and Rorin recovered a few from below the surface that were still good wine. Continuing south, the weather grew ever warmer as the terrain sloped upwards, until we reached a basalt formation of "pillars" that Valries had previously sighted, despite no other sign of volcanic activity - more weird! Entering a cave, we found a small herd of aurochs, and the sound of giggles. A tripwire dropped a boulder on Thurrim that then rolled to block the cave entrance. [[Bungisngis|A massive giggling creature]] eventually revealed itself, and a fight ensued. Magic was weird here! Otherwise, I don't remember much of the details - everything got pretty red! However, at some point, Rorin started talking to the thing in some language the rest of us didn't know, and stopped fighting... At that point, the Thing jumped over us (Rorin & Karadin) and grabbed us (protectively?) Combat over??? Valries recovered a red flower from the cave wall, then moved to investigate deeper in the cave, enraging the creature again. It fled the cavern, yelling loudly, while I tried to understand what was going on... Some of my companions chased after it, although it seemed that we had caused the renewed hostilities? Karadin is confused... I think I missed some things here, but there was a huge pile of bones - both humanoid (some with huge jaws and canines) and fish - containing some crude gold-plated Ouroboros bracelets, a baker's dozen of serrated teeth suitable for arrowheads, and driftwood. There was also a hanging iron cage that looked too delicately crafted for the creature that lived here to have made, holding an [[Murxlax|odd creature with snakes for hands]], seemingly alive! [[Category: Expedition Reports (5E)]] e4f39c1cfadef7176c9173be64de4886489fc5e4 Expedition Report 11 0 110 393 211 2023-06-12T19:05:44Z NekroDarkmoon 3 wikitext text/x-wiki Date: 29th of Fessuran, 845 PD ==== Report by Sydri ==== Members: Lydan, Prints, Ruben, Sydri, Zulfikar Goals: Survey bronzewood grove, map landmarks, explore west Journey to the Bronzewood Grove Our adventure began with clear skies and low winds, favourable conditions for sailing. Tragically, we did not go sailing and instead followed the river west from [[Proto]]. Around 45 minutes in, we encountered the well-known [[Tree Markings|tree marked with an X]] that denotes the [[Old Cemetery|northern graveyard]], and we continued to venture west. After about 2 hours of travelling, we arrived at the lake of [[Ulorian, the River King|Ulorian]], the fey lord. Unfortunately, he did not seem to be present at the time. I still have yet to meet the chap, although I don't expect we'd get on too well. In the middle of [[Fey Lake|the lake]], there was a willow tree with some kind of human face in it. Maybe that was him. Bit of an ugly fellow. We continued westward past the lake, set on journeying to the [[Bronzewood Grove]]. During this time, we found ourselves in the unfortunate circumstance of an ambush from [[Displacer Beast|displacer beasts]], one of which was albino. We made quick work of the beasts, and I spent 30 minutes carving them up for later crafting. Quite a shame, really. I don't think the stains will ever come out of this coat. After resting for an hour, we returned to our mission and set off toward the Bronzewood Grove, arriving roughly 4.5 hours after the expedition began. I must say, the trees were rather peculiar, even for someone from the Feywild such as myself. The bark had a rather violet tint, and the leaves were coppery and metallic. I believe it was either Zulfikar or Prints who tried to take a sample, but they were seemingly overcome with a bout of weakness and were unable to complete the task. Perhaps they were up all night partying the night before. This younger generation is turning out to be a real tragedy from what I've seen. Exploring Westward Eventually we travelled to the western side of the Bronzewood Grove and left the area. It seems to have a radius of around 250 feet. 2 hours after leaving the grove, we found a patch of small rocks that seemingly produced water into a small creek. The [[Floating Rocks|floating rocks]] could be seen roughly 3 miles away to the northeast. The odd wizard fellow (Ruben, I think their name was) was so kind as to levitate me into the sky for a view of the surrounding area. I could see the Bronzewood Grove to the east, another [[Standing Rock Headwaters|rock-water source]] to the south and slightly to the west, and to the north there was a river and a rather large cliff. To the west, there was another 1-2 miles of forest that eventually [[The Open Fields|opened into plains]]. There were visible [[Mountain Range|mountains]] in the distance, with a faint opalescent shimmering near the base. The wind seemed to be picking up slightly. We spent another hour travelling west and eventually arrived at the open plains. Zulfikar mucked about in some shrubbery and came back with a dead rabbit while Ruben and I calculated the distance between our previously-visited landmarks. We conducted a survey of wildlife in the area, discovering this much: - Common beasts such as bears and direwolves - Evidence of humanoids and flying creatures - Huge buglike creatures that walk on 2 legs - More [[Crocuta|crocutas]] - Some kind of ginormous bull creature - Spiders. I don't know whether these were giant spiders or regular spiders. Just spiders. We decided to set up camp for the night, with Prints taking watch. He noticed some [[Bat-like creatures|bat-like]] creatures flying over the plains, but the night was otherwise uneventful. To the North! The next day, we set out toward the cliff we spotted earlier, travelling north and slightly east. After 45 minutes, we came across a river. The [[Floating Rocks|floating rocks]] were clearly visible downstream. The water was rather murky and it all smelled rather gross, which we quickly discovered was being caused by a group of rather engorged mosquitoes feasting on the corpse of an elk. It was truly a grotesque display. I hate bugs. Our day was made significantly worse by a sudden and [[Storm|heavy storm]] coming down from the mountains, but in a shocking twist of events, we safely made it across the river and managed to avoid the mosquitoes. We arrived at the cliff edge, around a mile from the river, and began searching for shelter from the storm. We discovered a small, [[Troll Hut|primitive hut]] beneath the cliff that looked to be the perfect shelter, but upon investigating further, a [[Troll|troll]] emerged and attacked. We were at a severe disadvantage due to the rain dousing most fires and the wind interfering with our ranged attacks, but we managed to slay the creature. I was quite tempted to return to my old ways and burn the hut down with it, but we needed the shelter to wait out the storm. After the storm subsided, we travelled to the floating rocks, and from there we trekked for 2 hours toward [[Dwarven Falls|dwarf falls]] before safely returning to Proto. ==== Report by Prints: ==== Five days after the jaunt around the northern peninsula, I was brought on board an expedition looking to survey the area beyond a lake with which many of the town are familiar. We followed the river due west from [[Proto]] to the river’s source, stopping to fill canteens, before continuing. Not fifteen minutes later, we found ourselves surrounded by three [[Displacer Beast|monstrous cats]]: two with silky, blue-black fur, and one albino - each with far too many limbs, to boot. However, the strangest thing about them was how light seemed to bend around the beasts, making them damn near impossible to hit. Clearly outpaced though, we made a stand; Zulfikar and the tinkerer Sydri’s construct Three held the monstrosities up close while the rest of us peppered them with projectiles and magic. I myself slew two, despite taking a hefty slap from one of the albino’s tentacle-like appendages for my troubles. Whilst gathering our wits, Sydri harvested a hide, claws, and tentacles from the cats, before we again headed further west. After an hour’s travel, during which we passed through a [[Bronzewood Grove|grove of bronzewood trees]], we found a small creek which ran north east towards some now iconic [[Floating Rocks|floating rocks]], the talk of many of Proto’s denizens. The group triangulated the area via Ruben’s always handy levitation magic, allowing us to spot: another river source due south, flowing from a pile of rocks; a rock formation due north; and two more miles of forest due west. There were also glints from the south west; likely a reported locale of crystal trees, I was told. Continuing due west for another hour, we indeed reached the edge of the forest, which gave way to an expansive, [[The Open Fields|hill-covered plain]]. We went no further, instead spending the rest of the day mapping landmarks, surveying, and foraging. Myself and the archer Lydan took note of the local fauna. In the forest, nothing unexpected - large beasts and animals like wolves, bears, tigers - but on the plains, some entities of note: winged creatures, able to traverse the terrain at speed, including griffins; boar, elk, and large quadrupedal beasts of burden, and possibly an enormous bull. We also saw signs of [[Crocuta|crocuta]], two-legged insectoids, and arachnids. Our work completed, we settled under cover for the night. I took first watch; the night sky in Oasis is unlike anything from back home. I noted the movements of bat-like creatures over the plains, diving toward some unfortunate prey, but otherwise the night passed without incident. In the morning, we head north-east-north towards the previously-noted rock formation. After three quarters of an hour, we encounter a shallow, narrow river with a towhead, from which a strong smell of decay and rot emanates - as well as the sound of buzzing. We spot a swarm of unnaturally large mosquitoes feeding on the remains of a deer, and steer clear, fording the river with ease. We do, however, note a rapid change in weather; [[Storm|a storm]], approaching from the mountains. Given reports of similar, near-deadly activity from a previous expedition, we make haste, trading caution for speed. Hoping to find shelter in a cave of some kind at the outcropping, we find only solid rock. We do see smoke rising nearby, and rush for the [[Troll Hut|potential shelter]] as the storm breaks, pelting us with rain. In our desperation, I called out to the occupant - but without warning, found myself knocked flying by a powerful back-hand. The lights of the Moonweaver's Ribbons flash before me - I was surely moments from death - then crystallising into the form of a hulking, odious [[Troll|troll]] above me. Were it not for the magics of the dwarf Ruben lifting my flailing form out of its grasp, I would surely have perished. Rallying strongly, we eventually forced the troll back into its hut, where it finally perished, cowering. We found little of value, other than the head of some poor, unfortunate dwarf (gods rest his soul). Our appetites for adventure sated for the moment - and with another expedition setting out on the morrow - we made our way back to Proto, following the river past the floating rocks, to the [[Dwarven Falls|Dwarf Falls]], and then south and east to the town. [[Category: Expedition Reports (5E)]] abd493510a70575775cabfbd3c786d83de76763d Expedition Report 12 0 113 394 220 2023-06-12T19:05:57Z NekroDarkmoon 3 wikitext text/x-wiki Date: 2nd Quen’pillar, 845PD ==== Report by Prints ==== Footprints in Oasis - The journal of Talaedra ‘Prints’ Liadon Upon returning to Proto, Sydri and I reconnected with Thurrim to strategise for the following day’s intended expedition to the ruined hovel on the northern peninsula, and the [[Lighthouse/Darkhouse|dark-emitting tower]] on the headland. Joined by the dwarf Rorin, and his friend - a strange, if charismatic individual selling membership to a mutual benefit co-operative called [[TOMB]] - we planned how we might burn the slime creature in the basement of the hovel. As it transpired, the gods willed the skies to open over this strange land, extinguishing our pyromantic ambitions - literally. Nevertheless, the rain-soaked trudge to the shack was otherwise without incident, with Thurrim this time enabling us to walk over the river at the [[Dwarven Falls|Dwarf Falls]] (after a great deal of ‘discussion’ about the weight of a nearby log) before continuing on to the coast, and then our first destination. As we approached (with all the stealth of a rampaging aurochs), we again saw several figures picking through [[The Lightkeeper's Shack|the ruins]]. This time however, upon seeing familiar faces amongst our group, ‘they’ knew they could not trick us, and we watched as each figure made its way behind the building’s one remaining stone pillar, presumably to melt into the space below. I knew it was not him; Zulfikar was safely back in Proto when we left this morning. Not only that, but the imp Jet saw the very same facsimile on a night-time recce of the darktower not two nights ago. Simultaneously, Dante heard the voice of other adventurers from [[Proto]] calling from above; yet another ruse. Moving carefully, we sprung the trap waiting for us: a large, transparent ooze, taking up the entirety of the room’s entrance, seeking to engulf us. Growing to near twice his size, Rorin charged in, drawing the ooze’s attention. Simultaneously, a collection of corrosive [[Grey Ooze|grey molds]] dropped from the ceiling, attacking the party en masse. These beings were no joke; I’m not ashamed to say I was knocked unconscious by the acidic, arm-like attack from one of these things, but the steady presence of Thurrim brought me back to my sense, and I was able to skewer one dead with my sword, before dropping a second with an extreme prejudicial arrow. Alas, the red entity that is facilitating these worryingly accurate replicas withdrew before we could seek retribution - but we did not leave this place empty-handed. Amongst the residue of the large [[Gelatinous Cube|gelatinous ooze]], the imp found a leather hat embedded with a light-emitting crystal. Upon donning it, the spectral form of a man wearing that same headpiece appeared before us. Speaking in an archaic dialect of elvish, we learned he had died some 335 years ago in this basement - a workshop - when Oasis was tended to by a cadre of powerful wizards, seeking to hide from the gods. This man - one [[The Lightkeeper|Ezekiel Amos]] - claimed to be the 'Lightkeeper,' the appointed warden of the tower. It apparently did not always send out waves of darkness; it is supposed to guide ships safely into port, but its purpose has been corrupted, likely by his former assistant, an oblex named [[Gloop]]. This sentient, devilishly intelligent ooze is now - he suspects - utilising the lighthouse's mechanisms for his own nefarious purposes. Why this thing was entrusted to assist with the tower's operations I do not know, but I have no doubt that it is behind our troubles in this area, and more preparation and careful planning will be required to unseat it. Besides the tower, Ezekiel expanded on several elements of Oasis he regarded off-handedly: [[The Beacons|the beacon system]], [[Portals|a way to travel quickly]] between fixed points in Oasis; [[The Asylums|the zoos,]] which housed creatures of interest (including the snake people sighted to the south); several [[Vaults|storage facilities]], the nearest of which is near the rivers to the west; and a system of caverns we understand to be located near the [[Crystal Trees|crystal trees]]. He seemed keen to speak further of the tower to wizards specifically: he indicated that they would best understand what would be required to reactivate the device (something to do with preparing a moonstone and a fire core?), and how the artifact now sitting on the imp's head can be used in maintaining the lighthouse once reactivated. To that end, it would be worth bringing Ruben and Zherrias back here to see if they can get more out of him about this. After a difficult fight, we did not make the darkhouse in the end, and instead return to Proto - richer in knowledge, certainly, if not coin. ==== Report by Rorin: ==== Rorin, Dante, Thurrim, Prints, and Sydri head north to the [[The Lightkeeper's Shack|shack]] west of the [[Lighthouse/Darkhouse|lighthouse]], with interest in searching it, after the events of the previous adventure of Jet, the Imp. Jet had mentioned that he saw a few members of other expeditions present at the shack, but was unsure of why or how. upon arriving, Rorin notes that the stonework is nearly 300 years old, very degraded, and would require to be rebuilt from the ground up. there were many figures in the ruins, but upon getting closer, they seemed to have disappeared into the stonework. Rorin notes a load-bearing pillar in the south of the building, but nothing of real note on the upper floor. after the figures disappear, we find a floorboard that is relatively creaky. as Rorin tries to look into the stone pillar more, Dante decides to SHATTER it, and the floorboards. this opens up the room below. Rorin's outlook on Dante has diminished slightly, but that is due to his true Dwarven Pride being tested, by DESTROYING THE STONEWORK. we spend some time looking down corridors that have been unearthed by the shatter, and find many rooms, one of which had statues and another with a [[Gelatinous Cube|gelatinous cube]]. I will return to the cube in a moment. on the way to said room, we find a rock in the corridor, with Dante requesting that the Dwarf overlook it, as it is not as interesting as the room ahead, which had the cube. We walk in, and a few traps were laid, with mind-boggling effectiveness, that didn't help our effort. Rorin becomes a bit charmed, and then finds that one of the previous expeditions party members was here?? Zulfikar? Don't know them, but have heard of them. anyway, Rorin sees them in the back of the room, with the cube, while the cube is trying to attack him, which he cuts to pieces, very easily, and sees there are other [[Grey Ooze|slimey creatures]] that send mental blasts. not fun. <br> After a few rounds, Rorin finds out that Dante has had a person show up BEHIND HIM, FROM THE ROCK IN THE CORRIDOR Dwarven Grumble if only that was investigated like Rorin was wanting... oh well. we understand that the creature that came out of the rock was another creature of slime. he/they?? tried and succeeded on charming Dante, to have Dante come closer to them. it was short lived due to our wonderful cleric, Thurrim. despite the creature's attempt, the trap was sprung, but the tide had turned. the one known as Zulfikar had dissolved into a puddle, and the one that charmed Dante ran away. after which, we investigated the place. Pay no mind to the problem of a GIANT DWARF squeezing through small corridors to remove a boulder. we find a miner's hat? [[The Lightkeeper|the keeper of the lighthouse]]'s hat, within the cube. it seems he had died in it? but upon handling it, the spirit had apparated next to it, speaking in GOD AWFUL elvish, the snooty bastard. they refer to the region as being curated by wizards, with having a few [[Vaults|warehouses]] and [[The Asylums|zoos]]? He also references the piping that is throughout this installation. he said that he had a master craftsman do the work, but that allowed a creature of slime to move around without too much problem. probably the reason the trap was so well set. He also reveals that the slimey bastard in the lighthouse is known as [[Gloop]]? but they had "hired" him so as to make the transfer of consciousness and information very easy. as if he dissolves their bodies, and takes their minds information. I do not have a want to return to a conversation with this previous keeper, as he seemed too pretentious for my liking. [[Category: Expedition Reports (5E)]] f4f501429692e3ae7c78cbd4aee8887774ab5af2 Expedition Report 13 0 131 395 243 2023-06-12T19:06:11Z NekroDarkmoon 3 wikitext text/x-wiki Date: 27th of Fessuran, 845 PD ==== Report by Marly ==== ===== To the [[The Foresters Camp|forester camp]] ===== Windy – we go South from the [[Fey Lake|lake]]. 30 minutes: mini river source. Source of the river that goes to shrine. 30 more minutes: Bumping into bigger river: the one forded by the [[River Arch|Arch]]. We go to the arch. Then go towards SW+15. 90 minutes of forest > foresters camp. 5h15 of travel. We camp there to regain our strength before going to the house of cards. Cartographing, foraging, whittling are happening. 6 carrots + hidden compartment with herbs! Everything to make an amazing stew with even a recipe book. Night watch: big flock of flying creatures N-NW. Random centipede violence happens to Sydri. ===== To the [[House of Cards]] (i swear this time) ===== The next day, Juliette finds new tracks going towards the second camp where some of the foresters might’ve gone (might be good to check out to find the rest of the foresters). We decide to press on to the house of cards. Approaching the place has weird effects. Flaws are amplified. Divine sense is malfunctioning! Detect magic too! It's like the place itself doesn't want to be perceived. We enter. A man offers us sparkling wine - says the year of the bottle is 811 and that it's been aged for 25 years. Daisy immediately runs to a gambling table while Acorn and Juliette agree to go to the “wine tasting room” (doesn't sound like a trap at all!). Ekanir goes play the roulette. Marly looks at the many birds in open cages and on perches scattered around the place and asks a staff member about them. The birds have cages but are free to roam inside the house of cards. They don't want to leave. Why did they settle the house here in the middle of nowhere? The staff member explains: “A place so unique it lures in the most unique people. An elite place. People that are on this island are exceptional because they choose to be here. Master Onotranto owns the place. He may or may not come down here depending on how the games go. Likes to mingle with patrons and staff. Occasionally runs a game of cards by himself. A gambler yet a gentleman of honour. A man of sheer will and great taste. All the decoration here is his will.” They attract people with posters, flyers, sometimes other ways People don’t stay here for the night, or at least there are no beds like in a typical inn. They stay for however long The previous people who asked about lodgings "didn’t worry about that for long"….. Ominous Daisy runs out cause she forgot to turn off the stove and Dante shows up! He’s got some little cute playing card symbol tattoos on his cheek which is a nice touch. He immediately asks if they are hiring handsome people like him. Meanwhile Juliette casts a spell in the wine tasting room to get the staff member to tell her everything about the house of cards and [[Ontranto Emporius|its owner]]. Right on cue, Onotranto himself appears. He introduces himself and they immediately start flirting. Marly looks for lumberjacks. They’re sat at a table by themselves with lifeless eyes. They seem to think they were cheated out of all their money and have run out of things to gamble. A staff member comes over to squash any talk of cheating, and tells the working men they know what they can do if they’re all out of cash. Marly asks what he meant and one of the foresters tells the other to shut up and they’re not supposed to talk about it. Marly intimidates the guy into spilling the beans. The despondent forester is at the end of his rope: “What, you think your soul is worth anything?” He tries to go and play for his soul but Marly grapples him. At this commotion, the staff members start coming down on the situation. Marly tries to convince them to let her take the guy outside to settle it with her fists but Dante starts acting all weird and commands her to get out. He's mad that he wasn’t invited… (sorry dude) It later turns out he's actually possessed after playing a “high stakes game” in a neighbouring salon, at the end of which the courtier put him under a charm (even though he won!) Onotranto chastises the courtier: “We don't do that. You're spoiling him for everyone.” The staff members and Onotranto all turn into [[Succubus / Incubus|succubi and incubi]] and fighting ensues. Everyone bolts out before things get too nasty. FIN Tl;dr – we made our way to the house of cards in a timely fashion. There, patrons engrossed in the games were gambling away everything they had until all that was left to put on the table was their very souls. We tried to extract some of the foresters on site but fighting broke out and we had to run. The house of cards is ran by a bunch of succubi and incubi who have mind control/charm powers. [[Category: Expedition Reports (5E)]] 3a388ca0a764d9bd7691634b314865c397d0918d Expedition Report 14 0 120 396 221 2023-06-12T19:06:26Z NekroDarkmoon 3 wikitext text/x-wiki Date: 5th of Quen'pillar, 845 PD ==== Report by Rorin: ==== Rorin, Dante, Thurrim, Ruben and Sydri head out from Proto, with the intention to free Mr. [[Murxlax|Miralax(actually named Mirslaxx sp??) the Snek Man]], WHO DOESN'T SPEAK COMMON, from his dwarven tomb. the weather was nice, and easy. we headed south, after a time, specifics escape me. not a cartographer. speak to Ruben or Thurrim or Sydri. our journey south was less eventful than we expected, which wasn't a bad thing. We happened upon a small grove(? it could be considered a variant [[Black Liverwort Patch|Liverwort grove]], as that is what it seemed like. there are some samples with Sydri.), but decided not to spend much time with it. headed further south, crossing the Tanglewood bridge, and clarifying that the rivers were not properly noted on the maps? new ones are in process. We have happened upon our initial interest, but found the cave mouth fully surrounded by snakes of all kinds. Our Parseltongue took the lead in the negotiations with this giant mess of slithering. after negotiations were parlayed, we made short work of the rock in the way with Ruben's use of reduce, and the slant of the hill on which it stood. it rolled out of the entrance, into the sea below, and without harming the snakes. apparently there was one that was EXTREMELY venomous and BRIGHT GREEN, named [[Yici (animal)|Ichi]]??? I assume it was our new Charge's Familiar, as they are are by his side at all times, unless being ferried by Jet. Thurrim provides our parlaying committee with Tongues to speak with Mirslaxx. Mirslaxx was at first hesitant to provide much information, but Dante loosened his resolve somehow, as we know devils can, and provided more. we happened to find out through this and the ease of tongues that there are a few places of interest around. one of a dome of metal, overseen by a crystalline creature, and a head? after our long journey here, the party decide to make camp here, and investigate the surrounding area. Rorin takes some time to look into the Basalt cave. [[Basalt Cave|The cave]] is not a natural occurrence of Basalt, but may be a creation of both natural and unnatural? as if a source of Immense heat and the sea created them. maybe a fire core? uncertain at this point. not enough to connect together. there is no mountain of volcanic activity close, which would be indicative of the Basalt fixture here, but the presence of magic was very evident previously. Thurrim puts up the dome for the night, after [[Murxlax|Mirslaxx]] says, through Tell-a-Snake, that he is wary of this night, as it is a full moon, and there are predators that roam. WE FIND OUT WHY!!! after about an hour of trying to rest, we are happened upon by this [[Lunar Predator|Lunar Terror]]. Words can barely describe this creature in its full majesty/nightmare. a single eye, surrounded by sharp teeth. creature stood nearly 12 feet in height(estimation, specific info pending), with corpses hanging from the 4 horns that beset its large head. Red courses along its body, like rivers(odd association, as this land is dense with rivers), and is able to move unseen? it tried to enter the dome, but was unsuccessful, thankfully. the snakes that [[Murxlax|Mirslaxx]] had in his cadre were mostly slaughtered by this creature in its madness, and we had to grab him before he tried to run to his death. the creature gave up after a few hours and its cone of overwhelming light(and damage), and left to roam and murder elsewhere. we were able to rest and check the surrounding area for evidence left over. the population of animals and creatures were decimated, to say the least. many snakes bodies were torn asunder, along with BEARS??? this was a creature of immense strength. <br><br> After breakfast, we set out to investigate this dome of metal, and the crystalline guardian. I seem to remember heading south for 45 minutes, then west for 15 to get there, but again, that was from hearing what the mapsmen(Cartographers) were saying. through Tell-a-Snake, we made it there, without issue. upon looking at it, the dome seemed to be made of a [[The Dome|Brass(like) hemisphere]], and Ruben referenced a magic upon it. Sydri sent Three to look at it, and [[Crystal Guardian|the guardian]], which then responded with violence. it seemed to be guarding the hemisphere, and the close proximity to it. it did not speak, but instead fought with its appendages made of crystal, that would shatter, then reform? that is a magical creature, if i ever saw one. Three did not survive, sadly, and was then disassembled to be returned home(specific info as to what happened afterwards with Sydri and Three was not clearly discussed, so Three's method of return is unclear)? after it dealt with Three, it returned to its specific spot, as if it was guarding an entrance to something. meanwhile, Dante decided to try and sneak to the other side to touch the exterior while it was slightly distracted. to his dismay, the creature dissolved? reappeared on the other side and attacked Dante, before we were much the wiser. Dante was able to get out of the way in time, before he too fell like Three. Dante described something to the effect of heat or power emanating from below the dome. Maybe a fire core is below the dome, but is being suppressed in some way??? alas, our venture is at an end, but not before Ruben is sent to the sky, with use of Fly from Dante to get a Dwarf's Eye View of the land beyond. I await to see what our Mapsmen have found. [[Category: Expedition Reports (5E)]] f6fd8911d35576b19b14e52f25fe7caccde345a2 Expedition Report 15 0 134 397 248 2023-06-12T19:06:43Z NekroDarkmoon 3 wikitext text/x-wiki Date: 7-8th Quenpillar By: Talaedra ‘Prints’ Liadon Taking a now familiar route to the [[Dwarven Falls|Dwarf Falls]], instead of crossing, I led the expedition west, hugging the southern bank of the river. The weather was fine, allowing easy enough passage through the dense terrain. An hour and fifteen minutes on from the falls, we heard the sound of buzzing on our side of the water. Nearby, we found a dried up river bed, home to numerous swarms of bees. We sent the goblin Alli’s feline familiar to try and collect some honey from their hives, but the bees quickly attacked. Not wanting to waste time, we moved on, but noted its location in case of future need. 45 minutes later we reached the [[Floating Rocks|floating rocks]]. This is the first time I’ve stopped to take stock of them; some 200 feet up to even the first of them. We left at around midday, and about an hour and a half later, we came to the towhead where another group I travelled with found a deer carcass one week ago. At the time, it was being sucked dry by giant mosquitoes; the carcass was now gone, as were the insects. Another hour on, and we reached the river’s source, bubbling up from a spot in the gathering hills. From here, making use of Ruben’s spellcraft, I surveyed the area from aloft. To the west I could see at least four rivers converging at different points, as well as two twin sources: the closer stemming from [[Naiad Headwaters|a small pool]], the latter from [[Standing Rock Headwaters|a rock formation]], with a forest in between the two. With Ezekiel’s words about a vault near a river’s source ringing in my ears, we pushed onward. As we advanced, the familiar reported shapes in that pool I’d seen from up high; proceeding with caution, we heard voices raised in mournful song - though we could not understand the words. Determining them to be Sylvan, the goblin Alli approached, where she saw several watery, elemental figures surrounding a central figure. She was politely but firmly rebuffed, being told that their queen was experiencing great sorrow. Not wishing to intrude, we made to leave - however a youngster from the group approached and explained the situation. The queen’s husband - the spirit who inhabits the rocky, waterfall source nearby - has been corrupted, or inhabited by a demonic presence of some kind. She asked if we might be able to help in some way; we agreed, but would need to camp for the night to avoid exhaustion. We ‘camped’ in [[Kruthik Woods|the woods]] nearby, although not in any fashion I’m used to; inside a comfortable, protective hemisphere conjured by Thurrim. I took the final four hours of watch, however to my chagrin, my attention waned; I didn’t notice until too late as a swarm of buzzing insects covered the dome - bees. While odd, this wasn’t of immediate concern - until a reptilian, insectoid creature appeared below us, apparently drawn by the noise to burrow upwards. It was joined by others; scratching and scraping at the floor of Thurrim’s magic bubble; [[Kruthik|kruthiks]], so I’m told. I awoke the others, and dwarf Karadin attempted to parlay with [[Vulture Bees|the bees]] to allow us passage; they had followed us from the previous day, angered at the familiar’s theft of their honey. They would not be reasoned with, and with the dome soon to disappear, we had no option but to fight. Despite the twin threats, we made easy work of the bees and the loathsome hybrids, collecting parts from them for later use. However, we reasoned that we may need more planning in order to help the queen’s husband, and for now made our way back to [[Proto]], vowing to return. [[Category: Expedition Reports (5E)]] c5abf9435ef3872c19c9c9f1bfa447af12a520f0 Expedition Report 16 0 137 398 262 2023-06-12T19:06:54Z NekroDarkmoon 3 wikitext text/x-wiki ==== Report by Borg Prime ==== Date: 9-11 Quen'npillar I have read the previous reports and studied maps from [[Category:Expedition_Reports|previous expeditions]], and familiarized myself with [[Category:Locations|known locations]]. Sadly, I do not have an internalized compass, besides the moral one, so we had to rely on one of the hoomans to guide us, with my directions. Notably, we are accompanied by Three, the Steel Defender built by Sydri. We left [[Proto]] and went west, towards the [[Fey Lake]]. After 45 minutes we saw a [[Tree Markings|marking]] (X with a tombstone) that would lead us to the Old Cemetery, and we continued West to the Fey Lake. After 2 hours from Proto we got there. For science, I decided to walk on its bottom, and I saw a lot of baubles and shiny coin pieces there. Nothing worth noticing. A few hoomans gave their offerings to the lake. I believe they will need to learn to not praise false idols, but all in its time. The party did some awkward climbing on a cliff that could be easily circumvented, and one member even did something that I came to know as parkour. Obviously, Three was the best at this job. I admire his silent, suffering devotion to his master. As previous expeditions noted, the water is magically enchanted. We continued south, and after 200 ft we left a letter L marked on a tree, to denote the distance in which the animal calming magic of the Lake works. After some time, we ran into a stream. One hour west, and we got to the [[River Arch|Arch]], which it’s 50-60 ft tall. I had Three look through the spyglass to see the marvels of the Arch’s decorations. He seemed interested. Next, we went to [[Purpur's Headwater|Purpur’s home]] (an additional hour) and as someone built between the stones, I asked him if he wanted some Acid, but he did not. Perhaps he didn’t eat lately, as Acid helps clear the sludge that forms from processing food by elementals. I poured the acid into my vials, maybe we’ll meet someone else who will be interested. We continued south-west, and we ended up being slightly off the place where we were headed. We spent our downtime resting, since we knew most things about this region. Sydri has been covering before centipedes, E.L. and the others spent the time looking around, while I spent my time teaching the wisdom of the Lord of Blades to Three. I have left them a piton with a stanza of the holy scripture of the Lord. I hope they will be, one day, awakened by the virus, as I was. All hail the blade and hammer. In the morning, we got attacked by some creatures, and Sydri’s elvish eyes recognized [[Gnoll|Gnolls]]. We prepared an ambush, but it seems they ambushed us instead, seeing through our charade. Luckily, their aim was, as my fathers called it: kompletnie gówniany. Which translates into “not good at all”. As it is, we start shooting at them, Three wakes up the rest of the party, and I call them to cease and desist. They are somewhat unresponsive. We made quick work with them. One tried to run away but I patted it on the back with a hammer, and it was clearly slower than we are. EL interrogated the gnoll a bit with a mix of telepathy and yip-yaps. He (I checked) seemed to understand us enough to be communicative. He was part of a tribe, and came specifically for us in the tribe. EL conveyed all our threats to him, as I was ready to commence torture, but seemingly the creature was more composed then we thought, clearly not impressed by my threats. Sydri took the four heads of gnolls with him, so that the gloomy cleric could talk with them later. He also took the limbs for whatever reason. Unsettling, we would never do that. We left the corpses there for the animals to eat. While Sydri built himself a mechanical servant, I have come to actually appreciate his craft with the knife. It may or may not be his fault that he fails to see how wrong his subjugation of Three is. Because we now had a captive gnoll, we decided to go back to Proto swinging by the mushroom forest. We went directly south-east, after 1 hour in the forest and 30 minutes of easy terrain, we spent 4 hours in a marshland to get to the mushroom forest patch. Lots of mosquitos in the marshland, I am sure the hoomans will have a lot of bites tomorrow. Ha.Ha.Ha. In the forest I stayed back, while others investigated the mushroom cap ring. Surprisingly, [[Redcap|ugly halfings]] surprised us with an attack. I can only assume they were halflings - long beards, crazy eyes, red caps on their heads and sickles (possibly for farming) in their hands. They wore heavy wooden shoes, possibly to compensate for something. We made them go back to their little cottages, and once again, me and Sydri carved the bodies up to see the order of things on the inside. Some party members decided to try some mushrooms, with or without mayo provided by my alchemist jug. The servant master Sydri made Three devour one such, we fed one to the Gnoll and one was eaten by Laesu. The first two had some sort of… recognition in their eyes. Laesu seemingly befriended a snake for a couple of hours. We took 5 toadstools with root balls with us - 3 big and 2 small. For science. We took the path back home and sadly wandered a bit too much, thus draining my internal battery to levels that are threatening to my wellbeing. I shall rest for two days now. ==== Report by E-L. ==== (originally written in cypher, some portions redacted for this posting) L- I’m not sure how long this message will take to reach you. I’m entrusting it with a captain of some ill-repute that visits this place, and he has promised to deliver to the normal contact in P___ D_____. Apologies as well for the old-fashioned double-writing, but with no direct communication I had to resort to this. I assumed you could remember this one - since you taught it to me! Next time I will probably add ________, for safety. This place is not quite what either of us probably expected. Isolated, yes, but there appears to be a fairly significant turnover of adventurers (for the lack of a better word) and some collection of old shipwrecked and/or abandoned persons. The latter serve to some degree as the locals of the [[Proto|main port town]], though most seem to have very little understanding/remembrance of the outside world. The trip here was uneventful, and it turned out three of the adventures that went on my first expedition outside P____ were on the ship as well. They had not seen through my disguise… or were too polite to admit it. As for the actual island, a few things stand out from my first venture. First, the island is quite large. We traveled by foot for several days, and I feel like despite the best efforts of previous explorers (by my count at least 15 prior expeditions), the understanding of the landscape is still fairly rudimentary. Even though I had never left P____, I was chosen - to my shock - to navigate for this group. More on this later. Second, the island is quite dangerous and extremely magical, just as you suspected. I have not done much research here, but there are a lot rumors about “wizards” and “[[Vaults|vaults]]” and “forgotten magic” just as you theorized. As of yet, no sign about _______ _________ ___________ __________ _______________ or _________ ____________ ____________. I will keep looking. In theory, the point of the expedition was to reach a rumored ‘[[The Desert|desert]]’ that lies far to the _____. By my estimation we never came close. We traveled upstream, found what seems to be the [[Fey Lake|source of freshwater for the town]]. This was an enchanted lake, which I was told was inhabited by some spirit. The enchantment seems to be some sort of calming effect on the native fauna, where predator and prey. I lucked out and was able to determine the exact edge of this enchantment, which may prove useful in the future. (I marked the boundary of this enchantment with “L” - an inside joke I share with you now.) L, this place is filled with a ridiculous set of wonders - a [[River Arch|stone arch]] left across a river, with no clear sign of who built it or why! Clear hints of conjuration magic though. - elementals, fey, and monsters! - So magic and mystery punctuated by long stretches of normalcy and emptiness and, well, to put it as best as I can describe it “anyplaceness”. I could have been walking between Z____ and home for much of this trip. For example, there is [[Stone Path Marshland|a marsh]] here that took us 4 hours to traverse, and only then because we had no concept of how to avoid it or get around it! I get ahead of myself slightly in this message. I will backtrack. On this wandering, I attempted to learn a bit of my companions, and I’ll report what I can. B___ P: an automaton of some impressive construction. Driven, and dry. You’d like them. They reminds me of _____, though besides the religious fervor, I’m not sure it’s a comparison either would like. We had a small conversation about appearances and self, which I found amusing and enlightening, but I think he meant well. As you taught me, when I can appear to be anybody I want, why would I want to be myself? L___ N: a tiefling (outcasts stick together right?) who I got into a discussion about luck versus destiny. Eventually he admitted destiny brought him here. No judgment - of course it did. At least they admitted it. (You’ll be happy to know I mentioned nothing of destiny driving me here. Since I know exactly what drove me here.) P____ S: I’ve forgotten the term you used, but P____ is certainly that type of warrior that uses their own blood to make their enemies suffer. An elf, though which clan is beyond my recognition. S____ D: a party member who had been here and been on several expeditions before. Had their own mechanical construct, though I did not press whether they made it here or not. For a more experienced person, seemed to have had a traumatic experience involving large centipedes (which thankfully we did not re-encounter). A fairly motley crew, to be said. We reached our theoretically halfway point - a recently(?) [[The Foresters Camp|abandoned forester camp]], and while we set up for the night, a group of [[Gnoll|gnolls]] stumbled into camp (intentionally? By accident?) and we were forced to fight. Thankfully the other member of the party proved capable in combat, and we managed to keep one alive. (There was - I think you will appreciate - a fair bit of gnoll dissection as well.) I’ve forgotten how dense some people can be, and unfortunately, this gnoll… unlike X____ back in Z____, was quite useless. Obviously just a common soldier, with little understanding of geography or the magic/danger around them. I communicated with him, but I have not reached the level of skill yet where I could understand him. Perhaps in time this will be available to me like it was made for you. I will continue to practice. This capture changed our entire plan, and instead of heading towards the desert, we turned ____ and tried to find some [[Ring of Mushrooms|enchanted mushrooms]]. Enter the four hour swamp mentioned above. We did find the mushrooms, in time. Though I have to admit that this change in direction and location (and the multitude of mosquito bites) completely frazzled my brain. It would prove costly as spent far too long returning to town afterwards. But the mushrooms were there, protected by what - I can only assume from your instruction - were [[Redcap|fey creatures]]. Again, the party proved capable, and we killed them, stole some of the mushrooms, and even (though I did not partake) tested some of them out. The automaton mentioned above (the ‘self-aware’ one) has a spigot on his side that makes a white-ish condiment. I believe he called it “miracle whip”, though I don’t remember now. But this excursion was quite draining, and I didn’t quite feel like myself after the encounter at the mushroom. Discombobulated, I misread some key landmarks and it took us several extra hours to return to town. At least so far, little blame has come my way, though that may be because I use multiple faces in town. Habits are hard to break! Mapping this land will prove critical in the coming weeks. Although your training in this front is useful, I am without tools for the time being (having lost them in the last few years). I know last we communicated, you expressed interest into how I was progressing on the skills you showed me. Unfortunately, I am still reliant on physical stones (for a sling I purchased here)… but I hope that that will disappear in a short time. The enemies here were susceptible to my ‘other’ attacks, which at least should be some relief to you based on your theories. Whatever magic blocks communication does not extend to the basic short-range psychic aspects you and I have come to rely on. Much love, your brother, E. [[Category: Expedition Reports (5E)]] f3fa298fbcd785380fd3c9114e8f3ab63cd8aed2 Expedition Report 17 0 144 399 283 2023-06-12T19:07:08Z NekroDarkmoon 3 wikitext text/x-wiki Report by Talaedra ‘Prints’ Liadon 11-16th of Quen'pillar Footprints in Oasis The journal of Talaedra ‘Prints’ Liadon I write this entry from a rock outside the log cabin at the [[The Foresters Camp|abandoned forester’s camp]]. We are on our way back, not having yet reached the relative safety of [[Proto]], with a few days yet ahead of us; there still feels like so long left to go, such is the weight of our failure. Our expedition began auspiciously; pleasant weather, albeit a little windy. Travel was easy, with the diminutive wayfinder Nicolas leading the way south - a direction I realised I’d not travelled from Proto before. Also among our number were the eladrin mechanist Sydri, the stout dwarf Rorin, and Valyries, an armoured woman with conviction in her eyes, but a curious way about her, which first became apparent as we reached a tall, [[River Arch|ancient arch]] that spans one of the rivers. She scuttled atop it in a manner most disturbing - like an insect or a spider - to investigate, but found only guano and strong gusts. Further upriver we came to its source; a collection of rocks known as [[Purpur's Headwater|Purpur’s Headwater]]. Here, Rorin magically raised his voice exponentially, summoning forth the eponymous elemental. Nicolas spoke at length with the apparently jovial primordial, who is apparently most knowledgeable about the area, but knows their worth, and so won’t give it up for free. They did give us a wish list of sorts; a veritable menu of rocks and ores for which they would trade their wisdom: * - [[Orichalcum]], which is found deep in lakes. * - [[Wolfram]], which forms where lightning repeatedly strikes - likely up in the mountains. * - [[Ignan brass]], which is found near molten rock * - [[Sunken ice]], found on plains of cold water * - [[Seraphite]], or ‘heaven steel’ - from the upper planes [[Purpur]] did offer up that bulettes - which they hate - are found further south-west. To that end, we left them to their work, and made for the forester’s camp, reaching it well before nightfall. I volunteer first watch, setting up on a rock outside a somewhat damaged, but in-tact cabin, gazing into a fire, with Sydri’s automaton standing nearby. I thought my wits were about me, and yet the only sign of danger was a hungry snarl at my back before a wolf the size of a horse leapt at me, fangs bared. My training kicked in, and I leapt toward the fire before four of the things could fully surround me. Nevertheless, teeth definitely found their mark before I could wrench open the door of the cabin to alert the others. We were able to put down the beasts, bleary-eyed and armourless as the rest of the group were; one escaped, Valyries hollering into the woods after it, baring a sharp set of fangs I’d not previously noticed on her. In the morning, I helped Sydri to carve their pelts before we set off again. I took over navigation from here, leading us on a rough zig-zag south-west for four hours as I searched for signs the lorekeepers taught me to look for. We eventually hit [[The Open Fields|open plains]]; an area of scrub and badlands between the temperate forests nearer Proto, and arid [[The Desert|desert]] in the distance. Sand dunes could be seen in the distance, but in between us and there, two rivers flowed southward. Closer still - perhaps a mile away - a massive herd of [[Aurochs|aurochs]], some sixty strong. And yet closer, two lines of churned earth, covering the distance between: the tell-tale sign of [[Bulette|bulettes]], heading straight for the unknowing animals. It was then that we witnessed a pair of enormous shapes leap from beneath the ground, immediately startling the aurochs, sending them into a stampede to escape. The herd bolted in the opposite direction toward the river - some instinct driving them in the hope that the predators would not cross the water. No such luck; as we ourselves broke into a run to close the distance to our own quarry, we caught sight of further breaches on the opposite bank, turning their prey southward. We altered course in hope of cutting them off as they apparently played with their food. By a stroke of luck, the aurochs turned back across the same river just after we reached a rocky outcropping. Sydri dumped our bait of wolf entrails (collected for this exact purpose) nearby, while Rorin sent small tremors through the earth, in the hope of catching the bulettes’ attention. It worked. While one breached a good five hundred feet away, the second broke through much closer to us. Using magics to prevent it fleeing, our sturdy dwarven ally leapt into the fray, growing to twice his size in order to grapple with the enraged beast. Despite its thick hide and cranial plating, between us we peppered the thing almost to the point of exhaustion - but then the tide turned significantly. Before we could react, four smaller bulettes surfaced; pups, coming to the aid of their parent. The second adult then erupted from the ground, arcing through the air to land atop myself and Nicolas. The experienced monster slayer was quick enough to duck out of the way, but distracted by the others, I was not so lucky, and took the full brunt of its deadly leap, immediately falling and knocking my head. Were it not for Valyries imbuing me with healing magics, I would surely have been devoured by it. Thankfully, back to consciousness, I was able to disengage from the snarling predator, taking a higher position, leaving it to turn its ire on the melee where Three and the enlarged Rorin held the rest of the monstrosities. It pounced again, knocking him prone. I saw Valyries leap upon the back of a pup in an effort to distract at least one of the snapping maws from him, sinking her fangs into the soft spot behind its headplate, ripping out a chunk. He clambered to his feet once again, recasting his protective aura - but it was not enough. As the rest of us looked on, all six of the bulettes tore into him, and he went down. None of us who looked on could believe it. Stout, hearty, reliable Rorin, a literal giant among his kin, was gone. As the hungry pups made to drag his lifeless body towards one of the holes from which they sprang, our collective resolve steeled. My aim, guided by the Arch Heart himself, saw the first of the adults taken out. Nicolas ensnared the other in a tangle of vine, while we slew the pups one by one. As the last was felled, its parent broke free and charged at its captor, but with impressive deftness, he dodged under its very belly, and impaled it upon his sword. We rushed to Rorin, but there was nothing we could do. Under a sombre cloud, we set about the grim task of relieving the bulettes of the very parts for which we had foolishly sought them. Then, with our hearts heavier than our packs, we made our way back the way we came, carrying our fallen companion. And so here I sit, recording this experience so that I do not soon forget. Despite the realisation of our ultimate goal, measured against the loss of Rorin I am left with a feeling of deep failure and regret. As we gain experience exploring Oasis, the more I wonder if my simple skills are up to the task. The magics I have seen my fellows employ time and again fill me with both wonder and envy; their powers have, without question, proven effective time and time again. When we return to Proto, perhaps I should speak to Ruben, and see if he might be able to teach a half-wit like me a trick or two. Summary: * New Location(s): the badlands (south-west) * NPCs: spoke to Purpur at the source of the Arch River, and obtained a wish list of rocks which they wish to eat. They will exchange local knowledge if we bring some to them. * Points of Interest: two new rivers in the badlands, flowing southward adjacent to one another * Creatures Encountered: dire wolves (at the forester's camp), aurochs (badlands), adult and juvenile bulettes (badlands) * Achievements: harvested wolf pelts, bulette cranial plates and leather for uncommon and rare crafting. * Trivia: * 1) Bulettes hunt in groups, have very hard cranial plates, are resistant to bludgeoning damage, but vulnerable to thunder. * 2) Beyond the badlands, further to the south-west, we could see dunes rising - a desert, for certain. Hard to gauge distance, as we did not travel in straight lines while hunting the bulettes. * 3) Purpur's 'tasty rock' wishlist: * * Orichalcum, which is found deep in lakes. * Wolfram, which forms where lightning repeatedly strikes - likely up in the mountains. * Ignan brass, which is found near molten rock. * Sunken ice, found on plains of cold water. * Seraphite, or ‘heaven steel’ - from the upper planes. [[Category: Expedition Reports (5E)]] d66a34fa76e3257460a30012bad21b3b8905e6a5 Expedition Report 18 0 145 400 293 2023-06-12T19:07:20Z NekroDarkmoon 3 wikitext text/x-wiki ==== Report by Marly ==== 17-18th Quenpillar On our way to the [[House of Cards]], we encounter strange creatures: a pack of [[Deinonychus|small dinosaurs]]. We dispatch them easily and harvest some of the meat for rations. After that, we make it to the house of cards in good time, only getting slightly lost towards the [[Glimmerhold|crystal forest]]. It sits at the bottom of the mountain range, their peaks shrouded in [[Eternal Clouds|clouds]]. We turn tail and find our way to the House of Cards for a (hopefully) final showdown. House of Cards FINALE In the house of cards, no one is playing games. No birds, no music. The place has been stripped of its amenities. In the cage in the centre, 4 humanoids are locked in, looking sheepish. Prints goes in first and hears Ontranto’s voice in his head: “Gambler after my own heart.” Marly enters after him. She detects that the 4 in the centre are undead, but doesn’t detect any fiends with her divine sense. She does hear O’s voice taunting her to make this “a game to remember”. Throwing a candle at the curtains unfortunately does not set them on fire: the house is still destruction-proof. The 4 people in the centre turn into deadly Shadows when Sydri gets close. A fight ensues, in which hounds from hell, glass mephits and incubi/succubi join in to kick our asses. Ontranto himself shows up, showing clear interest in Juliette (she’s not even that great, but ok) and taunting each of us to a wager thanks to his magical deck of cards. No one takes him up on his offer, and refusing him costs a bit of health… After many Charm effects (tip: don’t let those bastards kiss you, no matter how hot they look! Hurts like HELL) and near-death experiences, we are still standing, albeit shoddily. It seems like an evenly matched fight… Until Ontranto and the remaining succubus flee! They disappear from the house, leaving it for us to explore freely. In his treasure room (finally some good freaking booty) we find piles of gold, and less importantly, a letter in an envelope: ''My dearest Juliette and other... adventurers, I must commend you on your skill in the game we played. I have not lost in such a manner in many moons, and I must say, it was a refreshing change. Your ability to read your opponents and calculate your risks is truly remarkable. I must sadly say, that you are too late to save the folk that you cared for for reasons unknown to me. You know, the foresters. They came here by free will, and stayed here by free will. In the end though, they didn't understand one basic thing - the house always wins. Their once free souls, now caged and feathered, flit about my abode like fragile songbirds. Their sweet melodies a constant reminder of their newfound captivity, and my ever-growing collection of victories in the game of fate. I'm afraid you will need to find some new workforce, love. Back to important things though - I am not one to stay defeated for long. I am currently relocating back towards the [[Lycanthropes|Lycan camp]], though I must admit I would much rather stay here. Alas, I understand that in the current situation, you might be a bit mad at me. As it is, I'm looking forward to a rematch. I do hope you'll indulge me once more. In the meantime, please accept my offer of the summer house. Consider it a gesture of good faith between us, and a reminder of our friendly competition. I am sure you will find it a lovely respite in your travels. Yours truly,'' Ontranto Report by Talaedra ‘Prints’ Liadon Painful as our return to [[Proto]] was, there was little time to tarry; the very next day, an expedition whose intent was both altruism and revenge set out to the now infamous [[House of Cards]]. The buzz around town about this place has been fervent, with more than a few dark words uttered in reference. Several around town had either gone near, or indeed inside it, so it had quite the reputation already: strange magics abound, beguiling and charming those who enter its walls, tempting them with games of chance. Its proprietor - a fiendish, but apparently charming scoundrel called Ontranto - had clearly got under the skin of those with whom he’d interacted. The real prize, however: a group of foresters, once occupants of the abandoned lumber camp, who were spotted at a table, despondent about their losses and either unable or unwilling to leave. Securing their freedom could allow wood to flow into Proto again, improving the infrastructure and attracting more diverse traders and craftspeople. And so I found myself setting out with my now-regular companions Ruben and Sydri, as well as two people I have seen around town, but not yet travelled with: a charismatic, aristocrat called Juliette, and a hardy ocean-faring warrior going by the name Marly. We travelled by a familiar route: west along the river that flows into Proto, to the fey lake, and then south west toward the forester’s camp. It was an easy enough journey, broken only by a pack of curious, [[Deinonychus|bird-like reptilians]], whom we disturbed feasting on a boar. They attacked, out of fear I imagine, but were no real threat. Ever the opportunist, Sydri scavenged both meat and some small amount of leather from their carcasses. We also gave a giant wasp’s nest a wide berth, not wishing to be further delayed reaching our intended target. As we reached the lumber camp, the weather started to set in. The group made efforts to repair and beautify the cabin a little, talking and strategising about the day to follow. I began to pick Ruben’s brain about his arcane education, to see if there might be any way for me to pick up any elements of his craft. He seemed somewhat despondent, but explained his divinatory magics in terms I was able to comprehend. We shall see. In the morning, we set out a little south of due west, leaving the forest, then entering another a couple of miles later. An hour and a half after that, we break through the treeline again, meeting the [[The Open Fields|expansive plains]] that stretch out towards the distant mountains, and a shimmering forest of crystalline trees. Some amongst us theorised that the House of Cards had somehow been moved, or hidden from our view (I’m sure I picked up some choice words muttered under Ms. de Guélis’s breath), but a hunch that we had simply been mistaken in the correct direction of travel was proven correct when we turned back north-east, and came upon the rear of the building. By the time we arrived, the pervasive feeling of failure from the loss of Rorin had all but dissipated, and I was feeling very sure of our chances here. As they dithered with how best to proceed, I advised my companions that the best course of action would obviously be to use the element of surprise by attacking immediately on entry. Indeed, I offered to lead the way on this, and without further discussion, entered the strange structure. What we found was…unexpected. Where previously a den of iniquity bustled with activity, we found…almost nothing. The tables were empty; the air still. A cage in the middle of the space was the only object of note, containing four stooped, inert figures, who failed to respond to verbal prompts. Then, a voice in each of our heads: the fiend, mocking us. “A gambler after my own heart,” he called me. The presumptuous worm could blather all he wanted; the son of Iolas Liadon has endured the capricious repercussions of chance enough this last century, and I resolved that my barbs would yet silence his arrogant tongue. As Sydri stepped up to the figures in the cage, one of them grabbed him and before anyone could react, had him down on one knee, sapping the very strength from his body. Although he immediately teleported away, the figures in the cage revealed their true, [[Shadow|shadow-wreathed forms]], and attacked! What followed went almost too fast to recall. Fight or flight took over; the adrenaline pumping through me. As the undead creatures floated unhindered through the very bars themselves, toward us, a pair of infernal dogs appeared and flanked us. The one closest to me let forth a howl from the depths of the nine hells themselves, earning a brace of arrows and a swift return trip there. Somewhere amongst a flurry of spells and crossbow bolts, Ontranto showed himself, flouncing in from behind a curtain at the rear like a great overgrown bat, all leathery wings and fine silks, showing a great deal of 'favour' towards Juliette. However bravely and skilfully we fought, the tide started to turn against us: no fewer than four of Ontranto’s devilish cohort showed their faces, attempting to use beguiling magics against each of us. While mine and Sydri’s elven blood and the lightkeeper's hat on Ruben’s head allowed us to resist their charms, both Marly and Juliette found themselves under fiendish influence more than once, lured away from the fray under false pretences. Only countering enchantments or a sharp pain seemed to break the hold on them; I regret having to shoot both of them, even if it was for their own good. Yet, somehow we prevailed. As their minions fell, and their trickery subsided, we began to gain the upper hand. One by one, Ontranto's stooges disappeared, apparently unwilling to risk further harm for their master's sport. Bruised and bloodied as we were, we drove the pompous hellion back into his office - more a throne room than a work space - before watching him disappear through a secret door. With Ruben attending to unconscious allies, I tried to follow, but found myself in a maze of fabric-lined corridors: the rat bastard was gone. Whether it was always there, or appeared whilst our backs were turned, a letter was found on his desk addressed to Juliette. It commended us on the game we played, and congratulated us for beating him this time, but confirmed that the foresters’ gambled their souls and lost, and were turned into his pet birds. He has relocated to a lycan camp somewhere, where he will wait looking forward to a rematch, and left us the House of Cards and its contents - including more gold than I have ever seen in one place - by way of winnings.. Victory, then - of sorts. Those poor foresters stood little chance against the temptations placed before them, and have paid a price much higher than they anticipated. The loss of their expertise, too, is a blow to Proto; we shall have to source lumber for the town some other way. We spent that night in the House without incident, and made our return to town unaccosted. Little rest awaits me, as tomorrow I head back west to try and save the naiad queen’s husband. Perhaps exorcising demons is a skill at which I shall become proficient. [[Category: Expedition Reports (5E)]] da8350099e1f5e12bb09c030f1d1a91f24804c7b Expedition Report 19 0 146 401 314 2023-06-12T19:07:30Z NekroDarkmoon 3 wikitext text/x-wiki ==== Report by E.L. ==== (originally written in cypher, some portions redacted for this posting) L- “Find a better patron, one who actually lets you do things.” I’m paraphrasing, I suppose, but I’ve been thinking about that a lot in the last few days. And no, I’m not revisiting those old discussions that Gran had with us. But the helplessness, L, the utter uselessness I felt. And I know it’s you. I know you didn’t get to choose, and I know Gran didn’t get to choose, and her father, and his Gran and so on, and so on, but why give the rest of the family the taste but not the true power? What’s the point of the taste? I went out again. Another expedition. It feels odd to recount it now, but I guess that’s why I’m here. So here goes. Another expedition. This time it was to try and figure out why some fey creature ([[Naiad|naiad]] queen, from all I could tell and was told) had lost her husband to some corruption. A mystery found by a previous expedition, and here we were trying to pursue some leads. And why me? How was I included when the rest of the party was so much more experienced and capable? Just for the body? The numbers? And of course, I went. Fat lot of good that did, didn’t it? This time new companions. A brief overview: K____ D________ - dwarven druid. Some beast shaping, though not as advanced as V____, from what I could tell. Strong, or at least strong enough to carry us while flying when the rest of us needed to be lifted in the air. Definitely something I couldn’t quite put my finger on, but maybe that’s just the nature of dwarfs. D____ - had a title, but couldn’t quite determine if it was legitimate or self-given. The utterer of the phrase that starts this letter. I saw a lot in him of you L. Had a familiar of some power and skill, fire magic, and some other gifts from afar, a clear shine of potential and desire. Vanished for some time into a ‘ring’ he carried. Anything from that sound familiar? A__ - newcomer to the island, a flighted bird who I really couldn’t tell much about other than they appeared to be a capable warrior. What was the part of W____ where they were supposed to be most populous? Could have been from there? I’ll ask next time I can. S____ D____ - joined us late in the expedition, but the same as from my last excursion. I don’t believe their personal automaton is fully sentient. Or at least, is restricted in some way from total freedom. At any rate, that version of the automaton is destroyed and ripped apart. Prints - who didn’t return. More about that later. We exited P___ in much the same way as last time, upstream towards the lake. I attempted to get a better sense of the bestial enchantment but failed. Perhaps an omen I ignored. We did discover that two of the creatures of the lake appear to be permanent residents, and in good favor with the [[Ulorian, the River King|‘king’ of the lake]]. This person called himself U_______, among other names and titles with which he seems to prefer to be called. I figured you might be able to talk to B___ over at the C___ S___ and see if that is a name that has popped up in history before. The others (through a conversation that I could take no part in) discovered that the ‘other’ king… the one we were supposed to help, was most likely a [[Water Elemental|water elemental]]. A useful bit of information that… (page missing) …and it turned out to be the same elk! The one with the taste for butterscotch! Surreal, but it seems it pays to curry favors with the local fauna. A lesson I’ll take to heart. Or try to anyhow. We did reach the headwaters, and after disturbing a few [[Gas Spore|strange plant creatures]] (that exploded into gas after some sharpshooting by Prints and the others) wandered into the cave of the water elemental king. Well. Here we come to the point I was getting to. A disaster from the off. Dead-end tunnels, rising waters, [[Whelmer|creatures that could slide through water]] and not be harmed. You told me to stay alive, so… that’s what I did. I’m not a coward, L, but I was scared. I would have hated to die there, drowned in water, nothing accomplished, nothing learned, nothing gained from this trip here. But I didn’t die, I left, I escaped. Just a taste, that’s all I have, and when those companions needed my help what could I do? And I knew it? The instant I stepped in that cave, I should have ran out, told them to run out, say “this is an early death”, but I didn’t. And all I could do was throw some stones and do some cut-rate charlatan’s street tricks. What a useless…. And it was Prints who paid the price. Who didn’t come out of the cave, whose equipment washed out of the waterfall, and we fished it out like the failures we…. I was. I talked to him quite a lot on the trek. A wood elf, from Lyregorn (spelling?) which you may recognize. At one point he was trained and part of what seemed a military scouting group. He used the old word for the continent (Gwessar! - some old school lessons still in that dull brain of mine). I don’t know if that would be enough for you to track down, but I expect there are probably family… close or distant… who would want to know that Prints is gone. Under a different delivery, I hope to send a portrait of Prints from one of the locals, and one of his weapons, a seax of some quality. Hopefully, that may help in the search. A good man, a good scout… he was good at his job. And Oasis chewed him up and spit him out. I liked him, and I could have learned a lot from him. But all I have is a taste. I need more, L, and I don’t know if I’ll get it. I’ll do my best, but this place seems a horrible place to die. You said never come back… but this isn’t what you meant. There are some [[Floating Rocks|floating rocks]] here, which I attempted to research in case it is the home of _______ _________ ___________ __________ _______________. I think it unlikely, but without a closer look (maybe I can make a deal with A___ or D___ for some sort of fly-by), it could be the place where it sits. In the air it could spin freely - as you think it must. And there are [[Mountain Range|mountains]] in the west, so if it still holds its ____ then maybe it _______ ____ there. But truly, if it is here… or a piece, a part… then my guess it sits in a vault. And spins, and reaches out still, to us… to our family. Maybe if I get close enough I’ll have more than a taste. I think, just at the edge of my understanding, slightly more is in my reach. It’s like a slight buzz when I reach out mentally, as though I can ‘almost’ hear the person back. A different captain, a different boat, and if you’ve got this far, you can see I’ve added to the cipher. It will be confusing if the letters arrive out of order, but I’m sure you’ll manage. Always much love, your brother, ===== Summary ===== New locations: none ===== New NPCs: ===== * -[[Donnypus]], a Giant Elk, * -[[Neptis]], the corrupted water elemental; * -(Also conversed with Ulorian -and [[Salem]] and [[Hunter]]) * -(also conversed with the Naiad queen) * ===== Encountered: ===== * -Donnypus (but avoided combat) * -[[Phase Spider|Phase spiders]] (2 of them) * -Exploding poisonous plants that looked something like beholders * -Waterwhelms * -Water Elemental ===== Important Events: ===== -Conversed with Donnypus and vaguely convinced him of visiting (and helping?) Proto -Combat with the Water Elemental and his minions in what was a lair of great danger. -Loss of the scout Prints. ==== Report by Dante ==== I’m not quite sure what hurts more. Rorin’s death was a surprise. I found out when he didn’t return home. I never had a chance to save him, which stung—if only I had been there… With Prints, I was there. And despite all of our attempts, we failed him, and that burns hotter than the Breath of the Sultan. ===== [[Fey Lake]] ===== We discovered that [[Hunter]] the Fox and [[Salem]] the Black Cat are two favorites of [[Ulorian, the River King|Ulorian]]. Salem requested a ball of string, but he settled for some freshly shorn wool to play with. In return, he summoned Ulorian who told us a little more about King [[Neptis]], the water elemental. Hunter privately asked us to find a naiad who might consent to “visiting” the lake. It seems Ulorian is rather lonely, and because he’s lonely, he doesn’t like the animals having “fun” in his lake. So, if we can save the corrupted Neptis for the [[Naiad|naiads]], we might be able to solve two problems. ===== Donypus ===== We spotted [[Donypus]] the Giant Elk in the distance, and when I tried to message him, he decided to charge at us to say hello. I really wanted to make sure we became friends, so I made a very strong “suggestion” when he got close enough. We fed him a butterscotch flavored goodberry and gave him directions to Proto. We mentioned we might ask him to carry some heavy stuff for us, and in return, we would feed him as much butterscotch flavored grass as he wants. ===== Naiad Queen ===== We introduced ourselves to the queen and she confirmed she would grant us a favor in exchange for freeing her husband from the headwaters. She was able to speak Aquan, which she called the language of her husband. King Neptis The courtesy of Neptis’s hall is somewhat lessened of late. With very little ground to stand on except for narrow tunnels that filled up with water, we were doomed from the start. The king was accompanied by four smaller torrents of water that were fast and unrelenting, zipping from one end of the cave to the other. Sweet Prints could not escape their overwhelming grasp. Jet is not sure if Prints drowned or was ripped apart first, but it was a horrifying scene. As we made our escape, I commanded the king to show mercy, and in response, the filthy, corrupted water peeled back and revealed the true face of Neptis, who pleaded to be saved. Surveying in the forest near the naiads: On top of the previously surveyed: winged creatures like bats and griffins, boar, elk, crocuta, two-legged insectoids, arachnids, and a "ginormous" bull, small indications of humanoids have been found. They seem to be dwarf or halfling in size, judging by the tracks, and live somewhere more north. [[Category: Expedition Reports (5E)]] dccc38a8d7ac8e6932fe069c24c9882b8ff1cddc Expedition Report 20 0 166 402 317 2023-06-12T19:07:58Z NekroDarkmoon 3 wikitext text/x-wiki ===== Booker's Notizbuch ===== * 21st Quen'pillar, 845 PD “''Mit voller Kraft durchstarten''.” So said Master Becke, often. Much to figure out about this place, but what better time to start than right away, no? Found a crew heading out the morning after the ship arrived, aiming to investigate a copse of distant [[Crystal Trees|crystalline trees]]. Seemed competent enough, if despondent. Unlucky week, so I’m told. Route seemed rudimentary. Seemed. Spent most of the first day heading due west. Followed a river to a [[Fey Lake|strange lake]], and then onward through forest. The holy man leading the way seemed to get a little lost, leading us further north than intended. Thanks to extremely high winds, the eisfuura couldn’t help course-correct from the air. Got there eventually; made [[The Open Fields|the plains]], and after some surveying we camped amongst some trees. Turns out the cleric knows the dome trick too; pretty handy. Let him expend the effort to put it up. * 22nd Quen’pillar, 845PD Nothing dangerous reported from the night shift (not that I was awake - after weeks on the ship, I still am not used to solid ground). Weather much better today, if a little rainy. Qualli was able to stretch her wings. Reached the trees after four hours. Noticed a very curious phenomena near the edge of the mountains themselves; [[The Desert|a desert]] climate spans to the south, bumping up against the coldness of the [[Mountain Range|mountains]] with no crossover, like there is a barrier separating them. Curious, and undoubtedly arcane. The trees themselves were more like glass than crystal. Semi-translucent bark, with something like veins inside containing glowing liquid, flowing down into the earth. Found a pit in the earth nearby; a man-made subterranean entrance. Reeked of death; bodies everywhere, including [[Giants|giant-folk]] torn in half. [[Carrion Crawler|Carrion feeders]] dined upon the leavings, but were surely not the cause of the carnage - clearly an apex predator of some size. Undeterred, we entered. Roots from the trees jutted into the tunnel, providing phosphorescent light - neat trick. Eventually opened out into a much larger room, but something felt off. Sent Qualli to scout, and through her eyes, I spotted it… Heilige Scheiße, [[Lunar Predator|the thing was huge]]; no doubt this is what had left the mess behind us. All fur and muscle, it crouched in ambush, clearly aware of our presence. From enormous horns it had hung yet-unconsumed prey, dripping with ichor. Within its mouth, a single eye peered into the half light. Used Qualli to spring the trap. The hunter Zulfikar laid caltrops, and the dumb brute chased her into the open. Bei den Göttern could it move, rending into us with claw and tooth. Not only that, but it could teleport; savaging one of us before appearing by another. By luck and training did I avoid its direct ire, twice dodging a blinding beam of radiance that emanated from its maw. Ultimately, my companions proved a match for it; an impressive bunch, for certain. My blade found its throat, ending the thing once and for all, but what a beast - a shame to have to kill it. The eladrin expertly carved it for parts - very handy, this one. Beyond our makeshift battlefield, we found perhaps a greater prize: a citadel of some scale, denoted as "Glimmerhold" by Zemnian text on the floor. Realised afterwards that today is Civilization's Dawn - auspicious. Not wanting to miss the festivities, we forced march back to Proto, where I write this entry. Ich bin fix und fertig, but little time to rest - I go again tomorrow with a different crew. [[Category: Expedition Reports (5E)]] 6fdf23c90ddb74189dc260b0904b5f454c7618c9 Expedition Report 21 0 169 403 324 2023-06-12T19:08:16Z NekroDarkmoon 3 wikitext text/x-wiki ===== Report by: Booker ===== 23rd Quen'pillar, 845 PD Civilisation’s Dawn celebrations did not end until the early hours. Regretted it this morning, waking with a cracking headache and bags under my eyes. Thankfully our navigator Phaelan required little assistance on what is apparently a well-trodden route: west along the river (why has no-one yet named these things?), turning north after an hour, and walking until we met another river. The automaton marked a tree at the turning point with an ‘R’ to guide later expeditions. After crossing the river, made our way east to this ‘[[The Lightkeeper's Shack|lightkeeper’s shack]]’ to speak with the [[The Lightkeeper|spirit of the alleged former lighthouse]] keeper; apparently he wanted to speak to a mage about reactivating [[The Beacons|the beacon]]. He had little to offer in the way of new information, but did suggest we might find a suitable fire core at the heart of a fire elemental. This expedition’s personnel are very different to the last; less experience, if not a lack of enthusiasm. Next decided to visit the [[Abandoned Port|abandoned structures]] on the northern shore of the peninsula, spending the rest of the day to get there. Undertook mapping and surveilling activities before resting for the night, including scavenging a curio from some abandoned crates in the bay: a six-sided die aglow with enchantment magic. Pocketed for later. Threw up the dome in case of intrusion, but nothing came up. 24th Quen'pillar, 845 PD Long slog today, but at least the weather held. Kept to the coastline all day, passing an already-looted shipwreck. Went largely untroubled until the afternoon, when a trio of [[Scions|piscine mutants]] ambushed us from the waterline; obscene crossbreeds of man and fish with vicious mouths and clawed hands. One of them emitted a screech that stunned several among us, and then they all focused attacks on der Metallmann, clearly not realising the greater threat of my blade. Too late, one struck a lucky blow in my off-hand shoulder with a battleaxe - a crude weapon if you ask me - but they were not allowed to repeat the stunt, and we quickly finished them off. Curiously, one we believed to be dead got back up and made a final lunge for Dante. It was taken care of, but we must remain vigilant in ensuring foes are properly downed. Recalling Sydri’s enthusiasm for crafting components, I relieved the bodies of anything useful I could find, and we rolled the bodies back into the sea. Not an hour later, we stopped to rest for the night, again untroubled by anything other than the elf trying to rouse me for a watch. As if. 25th Quen'pillar, 845 PD Dante’s imp had previously been this way on his own, so he led us toward a [[Spider Bridge|stone bridge]] he’d spotted crossing a river. By this time, we were travelling north, and made good time despite the terrain. Overgrown and massively cracked, but looked strong enough to hold us. Borg and Valries volunteered to cross first; half-way across, a chorus of chittering erupted all around, and a mass of arachnoid forms scrambled up and over the sides. No ordinary Spinne, though: short, multi-limbed, multi-jointed, multi-eyed creatures wielding crude daggers; tall, hunched, fanged monstrosities with distended underbellies; and one, almost full arachnid but for a pair of humanoid arms, and pointed, almost elven ears. Beasts of the underdark, assuredly. Tussled with enough Lolth cultists to know how these kinds of things operate: swarm, entangle, and overwhelm. Were it not for the bright sunlight blinding their sensitive eyes, those tactics might have worked. The smallest leapt at us in a frenzy, their larger kin used webbing and rudimentary spellcraft to try to hinder our defences. Still struggled to hit any of us, let alone me. Borg chased off the caster in short time, while Val fended off four assailants simultaneously with fang and morningstar. Must admit some surprise at Phaelan’s metamorphosis also - didn’t know the lad had it in him. Put down all but the enchanter, who scarpered off back under the bridge. Jet soon found an entrance to the creatures’ lair underneath, into which we all followed. “Eine in die Enge getriebene Ratte beißt die Katze,” as they say, but it was no match for us nonetheless. Collected some interesting venoms from the bodies, but with the rest wounded, and sufficient progress made, used these curious teleportation stones to return to Proto. Will spend a few days cataloguing findings and planning my next move before heading out again, I think. ===== Report by Borg ===== Internal core memory audit of the First of seven, alpha adjunct of the duomatrix 002, version II There are new hoomans in the city. Some of them seem to be somewhat more capable of travel, some of them less. I have noticed that one particular hooman that carried a blade with him. I have read that in his previous expedition, he used the blade in an exquisite way. I would like to observe him at work, to see if he would be in for a chat about the Lord of Blades. So I joined his expedition. Good way to prove my previous point about the cartographers doing an awful job here. This is also my first trip after I decided to use my one-time trump card from the Lord himself and reprogram myself to fit the scenery a bit more. I have chosen the Fighter program, which lowered my intelligence. Which is probably why I later chose to lean into the Cavalier archetype. I do not have a mount, why would I do that? At least I feel strong now. Too sad I had to eliminate all my natural surgeon attachments to form a solid fist now. Anyway! We traveled towards the [[Fey Lake]], and a scrawny elf guided us. Were they all always so scrawny? Not sure. Mister Booker, the one with the blade, did help somewhat with the directions, but generally we knew where to go. Did a little [[Tree Markings|marking]] on a tree when we turned north. Someone bought all the chalk from the shops, so I used the dagger I loaned from TOMB and chopped at the tree. Made an X mark and an R pointing north. Sadly, the internal memory core is somewhat… glitched? I can’t remember why it was a R. River? Roars? Rorin Falls? I am proud to say I have flawn… flune… flied! The other scrawny one, with the horns, they call him Don-te, employed my services as a designated driver for the river’s crossing, and what’s more, I flund…fled…flied? 300 feet up in the air and was able to pinpoint both [[The Lightkeeper's Shack|the shack]] and the [[Abandoned Port|structures]] that were supposed to be our shelter for the night. Hard to say what happened in the shack, as I proudly stood watch. The big vampire lady went down with the scrawnies, so I felt it’s ok. I would rather no wizard x-ray vision me. We then made our way to the north, and I must say, it was a boring trip. Nothing happened, we walked for hours and hours to get there. Lord Allblady, the place was in A MESS. Spent the entire 7 hours cleaning the spot and making sure there are no syringes from drug addicts that lived heer…hier…her… here! Before. It was a good afternoon for order. I also took a suvenier – a [[Steel Carts|metal steel cart]] from a heap (I did later untangle them and put them on in another). I shall polish it in the future. The night was calm, and I took the last watch. I did actually watch everyone sleep all the time, especially the vampire lady. She’s a bit shy I think, but the fact that she doesn’t breathe gives her away immediately. During my watch I took out the steel mirror and tried to attach two shells to my face area, so to imitate fangs, but they didn’t stick. I miss being intelligent. Oh, I cannot see in the dark further than 10 ft., so it may have something in common with me not seeing anything dangerous. We then continued our travel along the coast and traveled for like… 12 or 13 hours until we got to the place I read about in the journals. A old bridge. Nearly 2… or 3…? hours after we saw the shipwreck that was discovered early on. The bridge was old, but… Did I mention the [[Scions|fish people]]? Ugly creatures, one made me actually reboot for a second there. Luckily the others managed to put a jolt in me and the nanites repaired the leakages. I feel getting stronger by the minute. We felt like resting a bit there was a good idea. Just a quick nap for some, and for me to get the joints in order. As I said, there was an old ship, and then a bit later we got to [[Spider Bridge|the bridge]]. Pretty stuff. Being the cavalier that I am now, I let the paladin lady go first, and it seems she had to step on a trip-wire or web or something, as swarms of squinting creatures with too many eyes attacked us. Needless to say, I everyone survived, thanks to my proud and courageous metal body. I believe there was some impact that the scrawnies made though. And a wolf… or maybe a squirrel? A creature with fangs anyway. The scrawny with a bow actually turned into one of them and started to wave their clawed hands like he was rabid. I should probably work on fangs and claws attachments now. [[Category: Expedition Reports (5E)]] 159807ea3972e964ff44c331fdb47db161540ca0 Expedition Report 22 0 173 404 335 2023-06-12T19:08:33Z NekroDarkmoon 3 wikitext text/x-wiki Quen’Pillar – 26-27, 845 PD Report by Dante [[The Golem|Golem]] Our resident artificer, Syrdi, has not visited the builder golem, so we decided to take a quick detour to check it out while we waited for Abo to catch up. Well, silly us—turns out Abo was already there waiting! We took the classic route, following [[Tree Markings|the X marks]] and turning south until we hit the river where the golem rests. Four was able to use its ability to repair constructs and objects to remove some more of the rust, but without the power core, it remains stationary. I was hoping Sydri would be happy to see the golem, but I’m afraid it just made him sadder. The glass really is half empty with that one. [[Black Liverwort Patch|Black Hook Liverwort]] We passed through a small creek as Abo navigated south from the golem to [[Rorin's Crossing|Rorin’s Crossing]]. After crossing the eh…crossing, we traveled a smidge past 6 o’clock until we hit the patch of forest with the black hook. Hearing a rumor about a dangerous creature that was dragging carcasses under the black hook, I began to systematically create bonfires to try to flush out any hiding creatures. Just as the lorekeepers suggested, the fire did not have much of an effect on the [[Black Liverwort|black hook]]. Sydri sent Four to investigate the black hook, and it was largely unaffected by the plants…until it fell through a hole in the middle of the patch and disappeared from sight! We began our rescue efforts by using a vial of acid to start burning a path through the black hook to get to the hole. Zulfikar tried to use his lightning weapons to attack it as well. Word to the wise—do not stand in the direction the wind is blowing when you are experimenting with plants. Tampering with the black hook and its pods caused a big burst of spores that traveled in the wind and injured poor, frail Zulfikar (necrotic damage). After some time, Four reappeared far to our right, apparently finding a ramp that led up from the cavity. We used another vial of acid to dissolve the black hook near the ramp’s entrance and kept a bedroll over our heads, but we still had to be careful as enough black hook still hung down near the entrance. The ramp led to a small cave filled with several mushrooms and a smattering of bones. After exploring a bit, [[Corpse Flower|a gigantic plant]] lashed out at little Jet! The plant then began to extrude skeletal bodies of creatures it had eaten that reanimated and attacked us. Jet only made it out of there alive because of his hardiness to poison and the mundane. Working as a team, we disposed of the menace under the black hook. Beach House Basement Abo led us from the black hook to [[Eastern Beach Ruins|the beach house]]. Jet held his breath and swam down the flooded tunnel into basement to see if [[Water Basilisk|the basilisk]] was home. The water was very murky, so Jet could only see about 15 feet in front of him despite his superior vision. To our surprise, the basement was rather large and full of several chambers. Jet swam through two chambers before arriving at another corridor that was full of thick seaweed and other aquatic plants. Unable to see what would be on the other side and running low on air, I summoned Jet back. It didn’t seem like the basilisk wanted to come out and play today, and we all couldn’t go in without being able to breathe underwater, so we rested for the night and made our way back to [[Proto]]. Journey Home On our way back, our navigator realized the coastline of our map was incorrect. Cartography-talk bores me, so I’m not really sure what the issue was, but you can ask someone else in our party. However, there was some excitement on the way back. Abo noticed in the distance to the west, a group of [[Thri-kreen|Ant-like people]] trekking what he believed to be northwest. Remembering that most creatures here speak exotic languages, and not having a reliable means of communication, we decided to steer clear of them…for the most part. I sent Jet to follow them from above for some time. Perhaps we found the existence of yet another faction that could be our work force? ===== Report by Abo ===== Death From Above's note on the journey across the river pocked landscape Travel from [[Proto|proto]] was plagued by high winds, that did not allow for my usual method of long travel, but did not stop me. I was told that the party has interest in seeing the Golem that was in the river, south of the crossroads east of Proto. I followed directions to said crossroad, and realized that they had already made it passed here, meaning I was late. I followed the general direction provided, to make it to [[The Golem|the golem]], and caught up with ease. the golem is interesting, but not as interesting as [[Corpse Flower|the flower]] that spewed corpses from its bulbs. I will get to that soon. they were on the north bank of the river, where said golem was centered in, and they had yet to cross. I made it easy for them, finding a tall tree from the north bank to the south bank, and tied high on the tall tree, to allow falling to ease their travel across. they spent quite a bit of time looking at the golem. I spent time looking around, and keeping my eyes and ears keen for interlopers, if any. after their fact-gathering was completed, we crossed another river to the south, with intent to find this Liverwort/Black hook patch. Patch hunting we find that with ease, as I am not a hatchling when it comes to finding my way. the patch apparently covers a small cavern below it, and also a flower that eats and regurgitates its prey, as its lackeys. we come to the realization that the patch of black hook does not like acid, and is fairly resistant to fire. Four, the automaton of Sydri's fell through a hole, and found a way into the cavern, on foot. leading us, we find the cavern home to many mushrooms and a corpse flower. our dance of death commenced, as it intended to eat the dwarf-imp. they are not without weak points, but are fairly resilient nonetheless. we find that the creature had ingested many a creature below the black hook. a bear of sorts, along with a horse, as they were expelled, and compelled to fight. the flower creature took many hits, and was dispatched. the party then deemed it a good place to rest for a bit, to gather our breath. [[Eastern Beach Ruins|Beach House]], slight course correction our next Point of Interest was to be the beach house, that many had referenced as a lair of a [[Water Basilisk|water basilisk]], and was once a wizard's home. we find that the previous journey's were slightly off course, from the map they created, and it has been adjusted to correct that. We spent too much time out and exploring, as upon our arrival, we found that it was a good time to make camp, and prepare for a rest. we make camp along the forest edge, making an update to the map, as the beach house is roughly a 6:35(ClockFace compass) from the liverwort patch. we spend the rest of the waking hours, updating the maps, and finding out what we are to explore in the morning. new day breaks we awaken, with another forceful gale, but not as unforgiving as the previous day. the party and I look along the water's edge, and try and find out more from above, but find nothing new. there are 2 entrances to the lower floor. one from the main entrance to the house, another from the water. there was not much found, besides the boxes and crates and things in the lower floor. we will look into that at another time, as swimming without another method of breathing, has proved difficult. our return journey was uneventful, besides the slight corrections to the map. the beachline was not accurate to the map provided. [[Category: Expedition Reports (5E)]] bcaaf2f2c15e670bff81b4d8e25830738f157f8e Expedition Report 23 0 177 405 338 2023-06-12T19:08:51Z NekroDarkmoon 3 wikitext text/x-wiki ===== Report from Chest ===== Hello, I'm not used to writing but Dante insisted. Something important about having everyone's perspective of expeditions. And so, I left [[Proto]] for the first time, without my brother. Instead, a group of adventurers much more experienced to this land, a bird man, a Demon man, a sad one, Jet and the mighty Thurrim. We followed the river coming out of Proto to the so called [[Fey Lake|Fey lake]]. We spent some time there, I asked some question to the sad one about the place before going for a flower chase, I found some nice purple flowers and took some for the road (I ate them on the way back to Proto, very fresh I recommend). I then followed the others as we left for the fabled [[Bronzewood]] I have been very excited to see! We got there fast and I have to say, I was not disapointed! This sight only was worth the trip to Oasis, and what came later in this expedition... I wanted to express my awe to [[Bronzewood Grove|the trees]] so I sat facing one, pulled out my drum and gave it my all. After my performance, the vibe in the wood shifted and I was sent a clear message it was not appreciated... I was litterally shrunked by shame as I followed silently the group to our next stop, [[Floating Rocks|The Floating Rocks]]. I did some foraging on the way there to change my mind and managed to capture enough hares to feed the whole group, a small boost to my gravely damaged confidence. I was still unable to appreciate the majesty of the giant pieces of ground levitating above my head when Abo and Jet flew to go explore it. I just stood there replaying what happened in the Bronzewood forest over and over again, bumed. I'm pretty sure that's the moment the sad elf was standing the closest to me in those 2 days. At some point Abo came back followed by [[Bat-like creatures|swarms of demon mosquitoes]], they were not much trouble although some of them strangely came back to life after being shredded. I understand more and more why Melora guided me to this place! After the confrontation Abo and jet went to check on the swarms nests before we traveled some more along the river to a wooded area where we spent the Night in Thurrim's magical hut taking turns for the watch. I went 3rd with Dante cause I cant see in the dark. We spotted a strange, static rectangle of light in the night but no dangers. In the morning we took the direction of the [[Naiad Headwaters|Naiad's Pool]]. I stayed in back as Dante told the tragic tale of the last expedition that tried to help the king. We didn't extend our stay any longer, making our way to the [[Standing Rock Headwaters|Rock Cave]] (whats that name anyway, aren't all caves rock?). Arriving there the water was flowing red with blood! Because of the long slipery stone path leading to the entrance I gladly agreed to take the form of a giant spider and carry everyone there. We were met by strange [[Blood Bulb|hovering blubs]] of blood that were quickly disposed of. We fearlessly kept going, entering the lair of our enemy. The corruption in the cave was much worst than the tales I had heard! We continued,staying away from the blood water, flesh covered walls surrounding us, one of the others cut something and the whole flesh cave reacted, it felt like being inside a giant devil. I remember being confident until I changed back to my natural form, I was striked by the gravity of the situation as blood blubs and [[Whelmer|whelmers]] started coming from everywhere, soon followed by the corrupted water elemental. What stroke true terror in my soul, something unlike anything I had felt before, was the dis-formed mass of human remains toped by a twisted humanoid head, apparently the fallen Prints! With him came the blood flood. Thurrim was standing in the middle of the fray, unshakable, surrounded by an aura of twilight, seemingly untouchable, quite the sight! I aspire to one day hold my ground like him to protect life. Everything went very fast but we did vanquished the corruption and the Cave went back to its non-fleshy form. We found a gem where the corrupted king was defeated and so we quickly went back to the Naiads hoping they could bring him back with the gem,in the end its Dante seaming it on a rock that did the trick, what do you know. The queen will enchant a pearl for us to thank us. After that, we started our journey back, encountered some armored frogs with great names: * r'Ih'n'Ih * r'Oohp'p'Oohp * n'Roosh * p'Des * d'Nouhp * p'Deeb-roleb * n'Louh Dante showed me his animal speaker skills, Im jealous, they were nice tho, the frogs I mean. We also crossed path with a halfling named Donald 'The Cornet' McCoy, would be scared of him taking a bite of me if he wasn't so small... Oh, I saw a bard playing a catchy song too, one I had never heard before about a druidess and a snake people, loved it! Wow this place is full of emotions! That's all I've got for this one but there will be more May Melora protect us in her warm embrace [[Category: Expedition Reports (5E)]] b79792d0887f38c8a8cb07a6aeed4963cd0e5366 Expedition Report 24 0 178 406 339 2023-06-12T19:09:11Z NekroDarkmoon 3 wikitext text/x-wiki Date: 3rd Cuersaar, 845 PD ===== Report by Elle ===== (originally written in cypher, some portions redacted for this posting) L- I’m not dead. I’m saying that to myself as much to you, but in the aftermath of my last ‘excursion’. It definitely requires stating. I took a gamble and tried to organize an expedition of my own making, just to purely survey and map an area that I thought needed improvement for future wanderings. Thankfully it turned out there were a few others that agreed with that goal, and thankfully they didn’t let me die. (More on that later.) [[Proto|P____]] is a strange place, people come and go, a small community is built and is reshaped by whoever is most focused on reshaping. I haven’t really found how I can be useful in the town itself, so I mostly stay low and hidden. I like P____, the tavern keeper especially. He’s a good sort and handy with keeping in the know. I think he must humor me at this point, as I haven’t been the best at maintaining my focus there. Three new companions on this trip. One, B____, arrived shortly after I did. Distinct Z______ accent, which of course I recognized instantly. I think you used to call his kind of arcanist a “blade wizard”, or at least that’s how he presented himself. He seem distinctly nonplussed to display any arcane simple tricks. Another, Z_____, appears to have a mixture of what I would say priest abilities and more combat-like sensitivities. Saved my skin. Healing magic is at a premium, and I would be bluntly spiderfood without them. The third, E____, a large hulking half-giant. Very handy in the wilds, though much to our chagrin, fallible to the natural confusion that seems to await us in every corner here P_____, who you may remember from a previous letter (assuming they arrive in order), also traveled with us. In some ways, he had a worse time than me. As I said, we were focused on surveying and mapping corrections, so intended to take our time and be thorough. I asked the party to humor me by stopping by the [[Fey Lake|Lake of U_____]], just to visit the animals briefly. I left them some toys and treats I had scrounged in town, though I do think they are just ‘animals’, as there minds don’t seem to carry language the same way others do. They are fun though, and remind me of C____ and O____. I do miss those cats. Have you gotten a new kitten? I know you were worried about work travel and keeping a housepet. I think about whether I should allow myself a companion of sorts here. One of the locals has a very useful familiar J__ (described previously), that has me wondering how to do something similar myself. I know you have I__ S___, and he’s been a good friend and partner to you for a long time. J__ seems to be much along those lines. I digress. We traveled, and traveled, and traveled. The maps we had were incomplete, so we did our best to fill in gaps, rearrange locations of rivers and landmarks, and generally take advantage of some arcane flight, a spyglass, and some time. I think it worked? I guess only time will tell. But, death awaits around every corner here, and despite our patience, we wandered straight into a [[Giant Spider|spiders]]’ web in a new forest. It was…. Well, a harrowing experience. I don’t remember exactly how many times I went unconscious (at least once), but I certainly would have perished without the intervention of some well-timed divine magic and luck. One of the spiders attempted to take me away for a later snack, and unlucky P____ essentially started the combat being turned into a munchable and didn’t get much of an opportunity to participate. I personally only became useful once we were able to take advantage of the spiders fear of flame, having (somehow) set their web on fire, it made a good barricade against further attacks. We did find an interesting [[Water Advanced Purification Device|contraption]], a large metal beast of a thing some 150 pounds or so. Certainly a musical instrument, but has some magical aspect we couldn’t quite put our finger on. I think it must likely have been some sort of water-powered horn symphonium. Hopefully we’ll get to hear it play soon. (a hastily written new page) I’m uncertain why or how, but the abilities you tried to teach me have finally clicked. The mental communication I have practiced for some many years is now finally two ways. Is it this place that triggered it? If so, then I must continue my search for (The cypher becomes unintelligible for several paragraphs, as though written too quickly and incorrectly) And I have a book/author recommendation for you. A lovely little book by Mortimer J. Bonesworth called “[[All My Friends are Dead (book)|All My Friends are Dead]]”. It’s the exact sort of thing that M____ would love. I know she’s always fascinated by that sort of thing. I wish I could see how big she is now. I assume, If you can find Bonesworth’s other works, they would be equally amusing. Much love, as always, your brother, E. ===== Report by Booker ===== Booker's Notizbuch 3rd Cuersaar, 845 PD After four days in town, am pleased to be back out into the wilds - had enough of drinking and fending off Borg's proselytising about the 'Lord of Blades' for now. Aptly, [[TOMB]]'s newly enchanted rapier was ready, so grabbed it for its inaugural outing. The strange boy who organised the expedition had a notion to visit the source of [[Proto]]’s river. Odd place; all manner of animals, both predator and prey, unnaturally docile around one another. According to reports, they are subservient to some so-called 'king' of the lake, [[Ulorian, the River King|Ulorian]]. Made no appearance himself, but any who must use magic to keep their subjects submissive is unworthy of leadership. E.L. left some strange contraption for either the cat or the fox, but honesty, I lost interest. The half-giant navigating then led us south-west, passing the oft-reported arch (part of this intriguing arcane teleportation system no doubt) and onward, arriving not at the intended logging camp as, but by some river’s source. Group decided to map our route so far, and survey the area; nearby marshland was a point of interest, but not exactly appealing. Seems previous treks this way entirely missed a river on their reports too - amateurs. By the time these activities were finished with, it was dark, so threw up the dome to sleep in. The indecisive arschlöcherthen decided we might travel a little further, so I dismissed it - then they changed their minds again, too scared to test Oasis's nightlife. Mein Götter! 4th Cuersaar, 845 PD Die Dinge sind nicht immer wie sie scheinen. Even the most rudimentary dangers can catch you unawares, a lesson Master Becke drummed into us time and again. It is good then, I suppose, to not be travelling alone in this place. Mostly… Believing me someone with whom to trifle, Zulfikar took advantage of the generosity of my shelter, deciding to wake me not long after I'd fallen asleep, despite explicit instructions to the contrary. Should I also sit and take watch, as well as providing this shelter? Perhaps he would also like me to wipe his arse? Scheißkerl… Awoke properly in the early hours, rested but still in darkness. Passed the time in conversation. E.L. is fascinated with proper magic, asking for a demonstration. Could have shown him a thing or two, but wasn't really in the mood to play the role of performing imp. Besides, didn't think he'd enjoy a firebolt up the backside. At first light, headed south, and then east-ish to explore the area beyond the rivers. Ekanir appeared to be having trouble navigating however, and we trekked for some time, not appearing to make much progress. Very dull, so decided to pay Zulfikar back for his annoyance last night by tripping him with what was formerly his own sword. Worked a treat - however as I laughed, shouts came from the rest of the group ahead - their feet were stuck fast in an extensive web, and five [[Giant Spider|giant spiders]] bore down on them before either of us could react. Scheiße. Phaelan succumbed almost immediately. Ekanir fought bravely, surrounded by snapping jaws, and set fire to the webbing, but had to quickly withdraw, leaving the elf to be dragged away by the largest - a two-headed monstrosity. E.L. fared little better, although he managed to scare off one that attacked him - unfortunately sending it my way. To make matters worse, I could not for the life of me hit anything. Hurensohn, did I not tell them the blade was too long? Interrupting the delicate balance of dunamantic transference, resulting in…well, no matter; Zulfikar was thankfully on form, slaying three of the creatures almost single-handedly. Were it not for him, we might have lost someone permanently, to be pre-digested by the spiders’ venom and devoured in liquid form - such a thing does not bear thinking about. Incinerated the final spider with a more typically accurate bolt of arcane fire. Furthermore, had I not tripped Zulfikar, he too would have been stuck, so can certainly take more than a little credit for our victory. Satisfied no more arachnids would pounce on the group, we stopped to rest a spell. Spent the rest of the day charting the immediate area; from the air, spotted several points of interest: a diseased grove of trees in the middle of the marsh; a shack in the middle of one of the rivers; and something shining in the tributary of the other nearby watercourse. Made our way back north via the latter, finding a large, heavy metal [[Water Advanced Purification Device|contraption]] on the riverbed. Reminded me of the kinds of apparatus they like to build in Hupperdook, and was clearly special; absolutely reeked of transmutation magic. The way it’s built, with all the valves, and where we found it, I believe it it some kind of purification device. A couple of the others raised it from the water and brought it back to Proto. Guess poor Prints could have used something like that to sublimate the contaminated aquatic beings that led to his death. Off to speak to Herr Borg about a project. Something to do with cataloguing the town’s rumours to better focus adventurers’ efforts. Hopefully will make it to bed before sunrise. [[Category: Expedition Reports (5E)]] 26a4554236369d1fd4dedcdd66589b3b29e5be27 Expedition Report 25 0 182 407 343 2023-06-12T19:09:39Z NekroDarkmoon 3 wikitext text/x-wiki ===== Report by Booker ===== 5th Cuersaar, 845 PD Headed out today without what is apparently customary in Oasis: an elf. Do not think an expedition has yet left [[Proto]] without one. The alchemist Daisy Butler was due to join, but she was nowhere to be found, so had to leave without her. Of those who did make it, all were new to me: a tall tiefling in chainmail, and the firbolg brothers - acolytes of the Wildmother who have made a shrine in town for animals. Pointed out some of the [[Tree Markings|navigation markers]] to the cemetery and the [[Dwarven Falls|Dwarf Falls]] to the first-timers, before arriving again at the [[Fey Lake]]. While the others traded miaows with [[Salem]], wandered to where E.L. placed his toy contraption a couple of days ago. Found it dislodged; shredded feathers and paw prints everywhere. Might have some sport and tell him die Katze hasn't seemed bothered with it. Attempts were made to summon the '[[Ulorian, the River King|king]]', but he deigned them too insignificant to speak with. Probably a good thing. That said, am growing more concerned about this place the more I think about it - or to be more precise, this Ulorian character. For such a pompous and temperamental individual to hold sway over Proto’s only source of clean water feels incredibly perilous. One foot wrong, and we are held hostage. Due west from there, through woodland to the curious ringing grove. Abo arrived at this point, having heard we were one short; decent of him, despite die Scheiße I give him. He is just too easy to bait... The firbolgs stopped here to drum, having [[Rumors|heard rumours]] of guardian spirits; and what do you know, they were right. Tiny creatures came out and surrounded Face, appearing to enjoy the rhythms. Someone tried speaking with them, but it became clear they do not even have mouths. No particular interest in this location myself, but still - interesting. From there, trekked north-west for some time, crossing a couple of watercourses, aiming to pass [[Troll Hut|a hut]] which reportedly belonged to a troll. Stopped to poke around, but less than nothing of value there. As Abo and Chest (shape-changed into a giant spider - not exactly my favourite form after yesterday's travesty) scouted nearby rock formation, from nowhere a large brown bear charged straight for me, raking its claws down my chest before I could draw steel. Thankfully, the others were on-hand. Quickly it became apparent there was more to this beast; the braided fur under its chin the main clue that all was not what it seemed. Face made to defuse the situation, but it took further violence before it morphed into a shaggy, bearded man, giving us the name [[Auberon]]. Really?? Ha! 'Royal bear' mein Arsch. Claimed some kind of rabidity as the cause for his attack. Also, no affiliation with the known [[Lycanthropes|tribe of lycans]], but I am dubious of both pleas. Let him go with a warning before continuing on the same heading as before. Little else to report before we settled down for the night. Werebear aside, it’s been unnaturally quiet today. Not sure I like that. 6th Cuersaar, 845 PD After yesterday’s relative inaction, and an equally quiet night, it seemed the appetite for adventure had subsided. Perhaps those who are new had their fill of this first taste, but after a quick aerial survey from Abo, the group decided to head back to Proto. From his vantage he spotted the [[Spider Bridge|spider-infested bridge]] encountered a week past, but not too much else. Returned to town without issue. Swung by the lake again to 'collect' the cat - not sure how [[Ulorian, the River King|Ulorian]] is going to like that, but fuck him. Got a few days off before heading out to the cemetery, and Herr Borg wishes my help with a detective and scout agency, to better organise expeditions. This sounds very reasonable; in future I think I will leave potential ‘dry runs’ to newcomers, and focus my efforts on more profitable exploits. [[Category: Expedition Reports (5E)]] d28b5b35b3cc5f7ae74c75a21c2b88f4258693ef Expedition Report 27 0 184 408 347 2023-06-12T19:09:59Z NekroDarkmoon 3 wikitext text/x-wiki Date: 10th Cuersaar ===== Report by Booker ===== Booker's Notizbuch 9th Cuersaar, 845 PD Dieses Scheißinsel. Will try to keep this one as short as possible; much work to do this night, and little time in which to complete it. Went to this ‘[[Old Cemetery|cemetery]]’ so feared by the town that none have been back there in nearly seven weeks. Little more than a rough patch of earth next to a cliff. Disturbed earth all around, but unsure as to the cause. Daisy Butler, missing from my previous outing, made this one. Wish she had not. It was she who had been before, and pointed out an entrance of sorts down the rockface. Attempts made to rappel down largely disastrous, requiring remedial spellcraft. Zulfikar made it in first, and lit up like a Winter’s Crest tree, attracted a pack of large, feral rats to him. Sprinted to his aid, confident in my ability to hold off these simple, lumbering creatures… Over-confident, dummes Arschloch. Under a rain of blows, one sunk its vile, disease-ridden fangs into me not once but twice. Within moments, felt my body surrender to some vicious, fast-acting contagion, and watched in dismay as my legs gave way, my vision blurring, sending me tumbling into oblivion. Confusing images flashed before me. Have no concept of how long I was out, although Zulfikar told me it was less than a minute. In that time, I dreamed of. Not memories of which I have any recall, nor did I feel in my own body, and yet - strangely familiar. Comfortable. Another life? I felt the panicked horror of drowning, screaming, my lungs filling with water; trapped and unable to escape. I felt myself torn apart, my innards stretched out infinitely, the plaything of some unspeakable cruelty. I felt my mind beginning to crumble… …and then I awoke with a gasp. Would likely have cried out, if not for Zulfikar’s hand over my mouth, and his finger pressed to his lips. Thurrim later told me they were undead, but Moonweaver’s blessing accounted for more than half of them. The others had taken out the rest, but yet more scuffling noises from nearby indicated further danger. He’d summoned his dome around us - and not a minute too soon, as at first one, then another, and then increasing swarms of small, mutated rats with spined backs began sniffing around the exterior. As we recovered, something even worse; a great knot of them shambled around the corner of the tunnel, entangled with bones, skulls, flesh, all sharp teeth and tiny eyes, flowing as one. Was clear they could all smell us; their rabid, feverish scratching at the extremities of the barrier left little doubt. Concocted a plan to blockade the largest mass and deal with as much as possible before taking care of this rat ‘king’. Was ist mit den Königen an diesem verdammten Ort los? Worked a treat, excepting some nasty-looking wounds for Daisy and Zulfikar. These monsters dealt with, we continued, finding the mass of broken furniture and wooden remnants serving as some kind of barrier. As the others took it apart, a sealed crypt door was revealed. Investigation unveiled script across the arch - none of the others could read it, but as I stepped up, was surprised to see my own native tongue. It read “Du warst immer das Licht dieses Ortes” - “you were always the light of this place” in the common tongue. A touching tribute no doubt, but clearly a clue. Used the illuminative quality of the lightkeeper’s hat, the etching shone gold for a moment - before an explosion of arcane fire erupted from the doorway, engulfing myself, Zulfikar and Daisy. Crowded around like absolute children and tapped for arcane craft as I was, I took the full brunt, unable to dodge - and Qualli. Incinerated in an instant, my poor girl. Amateur! Beyond, a crypt. Five caskets, covered in dust and cobwebs, undisturbed for centuries no doubt. A crowbar was produced, and Daisy and Zulfikar teamed up to crack the lid of the furthest, most prominent of them. It was this, I think, which sealed their dooms. To not check for traps once was careless. A second time was cretinous. None among us thought to even look. I could have prevented both explosions if I had just fucking thought for a second.* Depp. Verdammter Dummkopf!* Searing light. Burning radiance. Pain. When our eyes cleared, there she was, rising staggeringly to her feet: a shrouded figure in decayed linen; the epitome of foul necromancy and potent malice. On each side, another shambling, armoured undead monstrosity, hollow-eyed and full of ill intent. We could have done nothing else but run. They pursued us, of course. E.L. and I made it out of the room, but more deadly flashes behind us illuminated the darkness. It was then we realised the effects of those wounds on Zulfikar and Daisy; their bodies - slowed, exhausted - could not move as fast, nor take as much punishment, at exactly the worst moment. That withered, atrophied avatar of malevolence in the tomb had spellcraft. I pointed a firebolt into the room and downed one of her guards, but she stumbled out and pointed a gnarled finger, speaking something I could not hear through the ringing in my ears. The others were engulfed in a cloud of thick yellow-green fog, causing them to cough and retch, obscuring the antechamber from view. As I joined E.L. at the far side, out of its way. Thurrim, his divine twilight glowing, stumbled from the miasma to join us - but the other two never left it. A defiant, bellowed scream from Zulfikar urged us to run, followed only by that hideous walking cadaver, covered in flour so that we might see her - the damnable Miststückhad made herself invisible! So, we fled. Thurrim battled on bravely, firing spells her way, and taking them in return: an arc of lightning burst from her eyes, almost frying the cleric, followed by a blast of icy air that overwhelmed me. As he has many times over for his comrades, Thurrim’s healing magic spurred me on just enough to dive out of the tunnel entrance and to safety. E.L., who had made it out first, had a barrage of questions. Where were Daisy and Zulfikar? What happened to that creature? What would we do now? I had not the mental capacity to answer him. I could barely stand, let alone think. The journey back to Proto was made in stunned silence, trying to put together the pieces of what happened. Why had we pressed on, so tapped, so exhausted? Why had I not insisted we withdraw? I sit here now full of anger and regret, but also thoughts of vengeance. I realised, nearing town, that this unnatural being…we likely know who she is: the reverent burial; the touching epitaph above her tomb, inscribed in Zemnian; the arcane protections afforded her. She is what remains of [[Natasha Fuchs]], the woman so cherished by the lightkeeper. How and why she now walks again, a twisted marionette, I do not know - but when we return, tomorrow, we will end her again, once and for all. She will burn, if it’s the last thing I do. ===== Report by Elle ===== (originally written in cypher, some portions redacted for this posting) L.- Yes, I still live. I suppose I will continue to start my letters that way until I feel I have a handle on Oasis. I don’t. I feel that I’m in over my head. There are deep, deep magics here that I have no understanding of and can’t even recognize. You always told me self-preservation comes first, and I never forgot that lesson. It’s hard to feel good about it though. This one was supposed to be straightforward, or at least a minor threat that needed cleaning out. I suppose I should have been clued-in by the lorekeepers here, laying out all possible types of undead from indifferent to powerful in front of my eyes, but I couldn’t really interpret how the [[Old Cemetery|cemetery]] might turn out. Ah, yes, the cemetery. An old one here, not far from P___. Old, and by old, I mean ‘the’ old inhabitants. Exactly the sort of thing you said I should look into. This was B_____’ s plan, go clear out the corruption. Seemed straightforward, and I agreed to tag along in whatever capacity I could assist with. Not even a day’s travel to reach there, and we could tell the burials had been disturbed, like dug through and collapsed. Hard to tell how often or how recent. But… to some degree desecrated. The inhabitants here have taken to throwing wooden coffins off the cliffs - attached to chains - the coffins and bodies to then be broken apart by the waves against the rocky shore. I see the metaphor now, though I didn’t at first. There is a sort of tunnel entrance in the cliffs that leads to a catacomb-like system under the actual cemetery. That was… problematic, unfortunate too, as it divided up the group and inside the tunnels were a variety of rats, giant and small, and clusters of both living ones and dead ones. It was… well, nothing is unusual anymore, so a better would be… normal? Normal for Oasis. The first combat was dangerous, but I stayed back. The rats carried some sort of disease… a ‘rot’ from what I could gather the others discussing. And as we rested in one of the ‘huts’ that the casters can create, a sort of rat agglomerated monster came knocking on the magical barrier. More rats and more rats appeared (normal… ish ones this time). This combat wasn’t overly dangerous, so we proceeded to move deeper into the tunnels. One of the party had been here before. Daisy, an elven scout or thief (or both). This was my first time on an expedition with Daisy, though I had seen them around town of course. I honestly, don’t know much about them, alas. So Daisy led us onward into the tunnels towards a sort of barricaded tomb door with Z____ writing across the top. B____ could read it, though a part of me wishes I had been able to. Didn’t get far enough in my studies, or didn’t have the aptitude the way you did. Both. B____ cast light onto the door, and a magical trap exploded. This was a major blow that I didn’t recognize how heavy at the time. It should have been enough for us to walk away and regroup, and at least one person suggested it. But I am not a leader. It’s not… I mean, you are good at it. I’m not. It was a tomb. Four or five sarcophagi, one larger than the rest. And we could see the large one was damaged so we began to open it. I can hear you right now reading this. Did you throw this page down and walk away? How long did you rant at I___ about what an idiot brother you have? “How could he have ever made his 20th year? Did he not learn anything from the years of lessons? Moron! Imbecile!“ How many languages did you curse in? Should I have stopped everyone right then and demanded we walk away? Should I have made everyone pause and re-evaluate the potential dangers of traps and magical glyphs and so on and so forth? Yes, to almost all of that. I suppose… our eagerness to solve the problem got the better of us. It was something magical in that tomb, a woman… at one point… mummified, but still magical - deeply magical, somehow drawing the rats to herself in her post-death state. The radiating trap that hit us as the lid came off was terrible, and she was even more so. I ran, tried to drag the others too, but… Well, two didn’t come out. Daisy and Z_____, who had saved my life not just a few days ago. T_____ did his best to hold back the undead threat, but B____ and I had to run. B____ is extremely angry, and I believe he is joining a group to head directly back out. I hope to report in my next letter that this undead mummy creature is no more. I am going to spend a few days trying to pack my brain with as many details about the magic of this place as I can. The lorekeepers here do have a good depth of knowledge and books. Guess your idiot brother is going back to school for some time. There is a… I don’t know, an itch somewhere in my mind that feels familiar and yet different from before. Is that how it always works for you? Is that when you know something is coming? A new gift? Your brother, sending his love, E. [[Category: Expedition Reports (5E)]] 0f739c8658ccdee98924af28b43d46029d7e8c32 Main Page 0 1 409 379 2023-06-12T19:10:39Z NekroDarkmoon 3 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND 5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Expedition Reports (5E)]] === PF2E === For Pathfinder players, they can find the players guide [https://scribe.pf2.tools/v/hXF6WqFo-oasis-player-guide here] and the primer [https://scribe.pf2.tools/v/3z2dt2W2-oasis-primer here] ===== Quick Links ===== - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. 7b838300457cab6476de9eb4a233db9e94130760 411 409 2023-06-12T19:22:40Z NekroDarkmoon 3 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == [[File:Oasis Artistic Map .jpg|200px|thumb|right]] Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND 5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Expedition Reports (5E)]] === PF2E === For Pathfinder players, they can find the players guide [https://scribe.pf2.tools/v/hXF6WqFo-oasis-player-guide here] and the primer [https://scribe.pf2.tools/v/3z2dt2W2-oasis-primer here] ===== Quick Links ===== - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. 6e40ef340fdb8d8b76b151787c45c74c70d19a7c 414 411 2023-06-12T19:24:07Z NekroDarkmoon 3 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == [[File:Oasis Artistic Map.jpg|200px|thumb|right]] Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [http://Discord.gg/exandria Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND 5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Expedition Reports (5E)]] === PF2E === For Pathfinder players, they can find the players guide [https://scribe.pf2.tools/v/hXF6WqFo-oasis-player-guide here] and the primer [https://scribe.pf2.tools/v/3z2dt2W2-oasis-primer here] ===== Quick Links ===== - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. f2940140d342bd13af32e001ad3608f1b8c493bb File:Oasis Artistic Map.jpg 6 203 410 2023-06-12T19:18:30Z NekroDarkmoon 3 wikitext text/x-wiki Map of Oasis by ... ffadf1cc6ade7f052087f92fe8f281fa634fbb60 412 410 2023-06-12T19:23:50Z NekroDarkmoon 3 NekroDarkmoon moved page [[File:Oasis Artistic Map .jpg]] to [[File:Oasis Artistic Map.jpg]] wikitext text/x-wiki Map of Oasis by ... ffadf1cc6ade7f052087f92fe8f281fa634fbb60 415 412 2023-06-12T19:25:07Z NekroDarkmoon 3 wikitext text/x-wiki Map of Oasis by [https://linktr.ee/malvva Malvva] 3314f57ea20e2d0478fc85ba6958b8fa082c3149 File:Oasis Artistic Map .jpg 6 204 413 2023-06-12T19:23:50Z NekroDarkmoon 3 NekroDarkmoon moved page [[File:Oasis Artistic Map .jpg]] to [[File:Oasis Artistic Map.jpg]] wikitext text/x-wiki #REDIRECT [[File:Oasis Artistic Map.jpg]] da6c9923af71564163a9bd338406dbe21b32fc81 Expedition Report 28 0 205 416 2023-06-23T11:20:23Z TimorSol 2 Created page with "Booker's Notizbuch 10th Cuersaar, 845 PD Well, we went back to the [[Old Cemetery|cemetery]]. First thing, before heading to this ‘darkhouse’. She wasn’t fucking there. As soon as we arrived, it was clear something had crawled out of the ground from below; scratching, clawing marks in the earth. Once we got inside, it was all but empty, bar a few more of the giant undead rodents, and the corpse of poor Daisy, half chewed by then. Recovered the enchanted rapier f..." wikitext text/x-wiki Booker's Notizbuch 10th Cuersaar, 845 PD Well, we went back to the [[Old Cemetery|cemetery]]. First thing, before heading to this ‘darkhouse’. She wasn’t fucking there. As soon as we arrived, it was clear something had crawled out of the ground from below; scratching, clawing marks in the earth. Once we got inside, it was all but empty, bar a few more of the giant undead rodents, and the corpse of poor Daisy, half chewed by then. Recovered the enchanted rapier from her, and whatever useful ends she had. Zulfikar though. Nowhere to be found. Troubling. Wasn’t going to be blindsided a third time down there: used my art to detect any lingering arcane traps. Nothing we couldn’t avoid. Found a map case in the sarcophagus: inside, a full map of Oasis! Strangely find myself filled with purpose; there is so much yet left to find here. That was not all, however. Running my hands over the case, found a secreted scroll in a pinhole. Just a quick note - “I’m happy that you didn’t see what this place has become” - signed by a ‘Howl.’ Kryptisch. Helped Abo check for tracks back on the surface. The lad’s eye is good, I’ll give him that. Bare feet, one set. Followed them north-west, around the coastline, up to the [[Dwarven Falls|Dwarf Falls]], then lost them in the rain on the other side. Damnable weather. Turned our attention back to the original goal. Headed east, stopping by Ezekiel’s ruined workshop. Found his ghost wandering about above ground this time. An infinitely pompous and frustrating man, almost don't blame Gloop for dealing with him. He does know much about Oasis that was however - if you ask the right questions. Dismissively passive-aggressive otherwise. Asked him about the [[Natasha Fuchs|Fuchs]] woman. Had to. Anything to get an idea of where she might have gone. Didn't know her as 'intimately' as we (or indeed he) might have hoped, just very soft on her, so no joy in that respect. Did elaborate on the beacon system, for which she was an instrumental architect; beams of light that allow navigation across Oasis, connected to the lighthouse. We need this thing turned back on, and quickly. There is apparently a piece of this system 10-15 miles west of the tower - perhaps we shall find it, or already have? I wonder if it is anything to do with the flying rocks… Also inquired after this ‘[[Howl]]’ person. Amos said he was castellan of one of the wizards’ zoos; one that moved. Again, flying rocks perhaps? Finally, spoke about this ‘[[Gloop]]’ creature we are to meet. Said the thing is smart, with an unreasonably high sense of its own importance. Greedy, too; feeds on memories, and likes its prey to be sharp. Somewhat amused to learn that when it came for the doddering fool, it turned its nose at feeding on him. The thing has a sense of humour, I’ll give it that. Left him to his ruin, heading to the tower. Stopped safely out of range of its aura of madness, and are now waiting until nightfall. 11th Cuersaar, 845 PD Mein verdammter Kopf. Still, that could have gone worse. Got to the [[Lighthouse/Darkhouse|darktower]] without issue; no brain-melting psychic effects felt, thankfully. The thing paints a seriously imposing picture in the darkness; surrounded by fog, reaching toward the sky. Must be a glorious sight when fully operational. Outside, dozens of small oozes surrounded the tower’s entrance. Tried giving myself the appearance of the [[The Lightkeeper|former lightkeeper]] to see if I could fool [[Gloop]], but it saw through the ruse straight away, refusing to come out. So much for tact. Figured there was little point negotiating at that point, so used one of my new tricks to incinerate as many of its clones as possible. Hope it fucking hurt. Unsurprisingly, the tower’s interior was exceptionally hazardous: ambushed by disgusting, corrosive slime, I found myself frozen by the oblex’s insidious tendrils in my mind and overwhelmed. Pretty sure I nearly died again, for the second time in as many days. This island is a tonic for my ego and no mistake. Lost Qualli somewhere in the fray, but we made it to the roof. It taunted us with facsimiles of Zulfikar, portrayed dead and rotting. Not sure if it plucked the knowledge of his apparent death from our minds, or if it’d seen him wandering the headland somehow, but that was the last straw for me: no bargaining, no more games. Rushed the glass-domed top floor and lit the Einzeller up with my last fireball before driving my dagger up into something vital. It died, crying for parlay, falling through the roof to splatter on the stone floor below. Slept in the ruin, poking around a little to get proper bearings of the place. Sydri gathered what he could from the rapidly dissolving corpse, his expert hands working with speed and grace as usual. Back in [[Proto]] now, with plans already forming for the next step. With the chance to properly study the map, and various rumours flying around the agency, got a good idea of where to head for the fire core at least. [[Category:Expedition Reports (5E)]] 9a89e152d700ff1a32fb3c8afe54bc3c8f5d4271 Howl 0 206 417 2023-06-23T11:22:13Z TimorSol 2 Created page with "The presumed castellan of one of a mobile location, somehow connected with [[Natasha Fuchs]]. [[Category: Lore]][[Category: NPC]]" wikitext text/x-wiki The presumed castellan of one of a mobile location, somehow connected with [[Natasha Fuchs]]. [[Category: Lore]][[Category: NPC]] c8099b2af6ace92a420cfbd73e5cdab67ac69eef 433 417 2023-08-21T10:21:07Z TimorSol 2 wikitext text/x-wiki The presumed castellan of one of a mobile location, somehow connected with [[Natasha Fuchs]]. His name appears a few times in different situation and locations. He was the person who is assumed to be the author or owner of the artistic map of Oasis. [[Category: Lore]][[Category: NPC]] 07c91b9e09ec50af8640bff8caa9baa9cd63c6e1 Rumors 0 127 418 323 2023-07-12T18:29:14Z TimorSol 2 Replaced content with "Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> Categ..." wikitext text/x-wiki Rumors are both a meta-game and in-game system that allows to disseminate cryptic information about the world. Rumors are potentially false or true. <br> Before each expedition, players roll a die that is appropriate to their tier. A max roll on that die results in a rumor, which is a short story or information given to the players by the GM. These can be treated as mission objectives, as lore-drops, potential investigations or simply as rumors. <br> <br> [[Category: Lore]] [[Category: Rules]] [[Category: Game Philosophy]] 8de6c9b82b12cb5674287468293574a755eeada9 User:TimorSol/vector-2022.js 2 207 419 2023-08-21T09:38:38Z TimorSol 2 Created page with " function myFunction() { var x = document.getElementById("mw-sidebar-button").getAttribute("aria-expanded"); if (x == "true") { x = "false"; } else { x = "true"; } document.getElementById("p2").setAttribute("aria-expanded", x); }" javascript text/javascript function myFunction() { var x = document.getElementById("mw-sidebar-button").getAttribute("aria-expanded"); if (x == "true") { x = "false"; } else { x = "true"; } document.getElementById("p2").setAttribute("aria-expanded", x); } 76a46714445e4af253196bd603fb771df432cc27 420 419 2023-08-21T09:39:58Z TimorSol 2 javascript text/javascript function myFunction() { var x = document.getElementById("mw-sidebar-button").getAttribute("aria-expanded"); if (x == "true") { x = "false"; } else { x = "true"; } document.getElementById("mw-sidebar-button").setAttribute("aria-expanded", x); } 364365943f630ac7c2af5aae54d054fec6c011e1 Ankheg Nest 0 97 421 193 2023-08-21T09:43:18Z TimorSol 2 wikitext text/x-wiki Located south of [[The Foresters Camp]], the nest is set in a natural formation that looks like a crater or termite nest. It is unsure how the internal nest looks like. A party of adventurers managed to kill the queen and some of the Ankheg soldiers, but the monster remains have not been recovered and have sunken into the sand (presumably taken by the other hive members). [[Category: Locations]] e2b29a7d16bc3c2e848f86723c30cea8e68ed16c Abandoned Port 0 83 422 171 2023-08-21T09:44:43Z TimorSol 2 wikitext text/x-wiki A set of buildings on the northern parts of the peninsula, west from the [[Lighthouse/Darkhouse]]. The buildings were inhabited by a group of shady humanoids that made this their base of operations. The buildings are all connected with underground corridors, and one of them also leads to a capsized ship that is held on the shore by huge roots. The structures were cleared out by a party and steel carts have been secured, providing a source of refined metal for the city. The structures can be used as a safe-house, given their underground system. [[Category: Locations]] 8f36da80480eab574d764c8cc333fe5eeab45956 Basalt Cave 0 76 423 161 2023-08-21T09:49:10Z TimorSol 2 wikitext text/x-wiki The Basalt Cave is a natural formation, though unnatural in its origin. Basalts are formed by the rapid cooling of basaltic lava, equivalent to gabbro-norite magma, from interior of the crust and exposed at or very close to the surface of Earth. These basalt flows are quite thick and extensive, in which gas cavities are almost absent. There are no signs of any active or inactive volcano nearby, which leads to believe the cave came into existence due to external heat sources that could create staggering temperatures. <br> It was later revealed, that a weather/temperature control panel in [[The Dome|the Dome]] was (at least at one point) focused on that point for a prolonged period of time, which would make the basalt presence explainable. The cave was inhabited by a [[Bungisngis]], who was first driven away, and then killed together with his brother. [[Category: Locations]] [[Category: Lore]] c1c070a2f476edc4ccb99accb21dbb8e339ffab8 The Dome 0 126 424 230 2023-08-21T09:52:03Z TimorSol 2 wikitext text/x-wiki The dome emited heat and humidity, and it appeared to be made out of a a smooth, shimmering material, similar to brass. Standing at 20 feet high and 50 feet in diameter. It is guarded by the [[Crystal Guardian]]. Despite its delicate appearance, the dome was sturdy and anchored to the ground. The dome was a magical containment field created by a wizard. On the inside, there was a crumbling old compound, build out of concrete and metal. The heating system that was still functioning there caused some devastation, and the whole place was filled with hot steam. On the inside, there were a few rooms, including the Library of Melted Secrets, a Steam Workshop, a training ground arena, a alchemical storage and the main temperature control room, powered by a imprisoned [[Cherufe]]. It was found in [[Yuan-Ti]] territory, south-west from the [[Basalt Cave]], thanks to the help of [[Murxlax]]. [[Category: Locations]] d14bd60028b630f378fadca0d31593cb3535005c 449 424 2023-08-21T12:32:52Z TimorSol 2 wikitext text/x-wiki The dome emited heat and humidity, and it appeared to be made out of a a smooth, shimmering material, similar to brass. Standing at 20 feet high and 50 feet in diameter. It is guarded by the [[Crystal Guardian]]. Despite its delicate appearance, the dome was sturdy and anchored to the ground. The dome was a magical containment field created by a wizard. On the inside, there was a crumbling old compound, build out of concrete and metal. The heating system that was still functioning there caused some devastation, and the whole place was filled with hot steam. On the inside, there were a few rooms, including the Library of Melted Secrets, a Steam Workshop, a training ground arena, a alchemical storage and the main temperature control room, powered by a imprisoned [[Cherufe]]. It was found in [[Yuan-Ti]] territory, south-west from the [[Basalt Cave]], thanks to the help of [[Murxlax]]. The dome has collapsed during the fight with the Cherufe, who caused a localized earthquake in the area. [[Category: Locations]] 16a817cde68964cf462dce25ad482aa982897617 Cherufe 0 208 425 2023-08-21T09:53:15Z TimorSol 2 Created page with "A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it. '''Corrupted Keepers'''. The elemental anomaly that brings a lava keeper into the Material Plane is sometimes infused with material from the Lower Planes. As the keeper is pulled..." wikitext text/x-wiki A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it. '''Corrupted Keepers'''. The elemental anomaly that brings a lava keeper into the Material Plane is sometimes infused with material from the Lower Planes. As the keeper is pulled into the Material Plane, the lava that normally flows freely from it is instead trapped inside of it, and its form twists to resemble creatures from the Lower Planes. These twisted keepers are known as cherufes. '''Harbingers of Ruin'''. The arrival of a cherufe is frequently the precursor to a devastating volcanic eruption or earthquake. Cherufe revel in the anxiety and fear humanoids feel in the face of such natural disasters, capitalizing on these feelings to their benefit. '''Placated by Blood'''. Cherufe lair where populations are superstitious and allow these civilizations to worship them as gods of destruction. They amplify the fear and adulation of the populace with random acts of destruction. If the locals offer live sacrifices, the cherufe eagerly devour the offerings and cease their hostilities until they once again grow hungry or restless. [[Category: Monsters]] fc14dfd11cb4c329af4abcd7bb76836c135b3325 Black Liverwort Patch 0 121 426 224 2023-08-21T09:59:06Z TimorSol 2 wikitext text/x-wiki The patch of actively growing Black Liverwort was found in a forest clearing, south of [[Rorin's Crossing]] and north of the [[Tree Bridge]]. To read about the plant, go to the [[Black Liverwort|Black Liverwort entry]]. [[Category: Locations]] c1e69f9c76e5d59657fd603a2659bc25114cd944 Coastal Shrine 0 18 427 48 2023-08-21T10:01:37Z TimorSol 2 wikitext text/x-wiki Standing on a cliff is a small shrine, with a statue of a tiefling-like creature, sitting criss-crossed. One of the hands of the statue and one horn are torn apart, and a sacrificial bowl that stands just beneath the statue is broken in half. Placing a small trinket, like a silver coin, into the bowl makes the person doing it feel like they have done the right thing, though no other effects have been noticed. Because of this elusive feeling, it is not uncommon for heroes to find several offerings placed at the statue’s feet. The shrine was partially repaired by an adventuring party, though the horn and hand is still missing. [[File:2910 - Coastal Shrine-cin.jpg|thumb|Coastal Shrine]] [[Category: Locations]] 1a195b762124e10e2f0a2c49380c686497fb2249 Crocuta Lair 0 80 428 166 2023-08-21T10:02:13Z TimorSol 2 wikitext text/x-wiki The Crocuta Lair is a place where a small herd of Crocutas made their home. The whole place smelled of death and decay, littered with bones and gore of previous victims. The lair was found north of the [[Floating Rocks]], near the coastline. It is presumed that one more Crocuta Monster is potentially somewhere in the area. [[Category: Locations]] e02f7712182dfad097d0488b82bdf87d60a1d8e8 Crystal Trees 0 93 429 185 2023-08-21T10:03:11Z TimorSol 2 wikitext text/x-wiki Seen from afar, the Crystal trees seem to shimmer in the light with all colors of the rainbow. They are situated at the foot of the [[Mountain Range]]. The trees and their veins are made out of a light-transfering material, granting a regular day/night cycle to the underground city of [[Glimmerhold]]. [[Category: Locations]] 638accbdc5de121d061066ecd40cc68013bf9791 Dwarven Falls 0 87 430 178 2023-08-21T10:03:55Z TimorSol 2 wikitext text/x-wiki Named after a couple of dwarves that fell into the river, the Dwarven Falls is a crossing made out of rope and pitons that allow to get to the other side of a river without a major risk. It is situated north of the [[Old Cemetery]]. [[Category:Locations]] 4402f7350167ef210fe4f59db3f44e2fcb65bbca Fallen Log crossing 0 105 431 203 2023-08-21T10:19:04Z TimorSol 2 wikitext text/x-wiki A fallen log has been found near the bend of a river that flows from the [[Fey Lake]] and through the spot where [[The Golem]] is. The log was big enough to use a rope to connect to the other side of it, making it a convenient crossing. The spot was used to make a small rope-bridge by hunters from Proto. [[Category: Locations]] d3941866ee0c0ced2f07f4c1ba55cfd00f25d9d3 Floating Rocks 0 39 432 125 2023-08-21T10:20:26Z TimorSol 2 wikitext text/x-wiki Floating rocks, from pebbles to boulders big enough to hold a substantial building, hang in the air from a 200 ft to hundreds yards above the ground. The rocks float above a space where two rivers converge to form a broader stream, though the water is rather shallow and safe here. Below the rocks one can see overgrown craters, matching the spaces from which the rocks would be raised. Some are definitely big enough to build on. When something unbalances the the rock it can be toppled upside down. Most rocks are simply covered in plants. Examining the rocks seems to prove that they have a precise point of balance, and they can be reoriented. The mid-level rocks are also known to be nests of some kind of [[Bat-like creatures|bat-like creatures]] that hunt their pray in packs. It is assumed based on few different premises, that there's something high up in the air, and that it belonged to a person named [[Howl]]. [[File:2909-Rocks float Cin.jpg|thumb|Floating rocks]] [[Category: Locations]] 21e0dce529a6b3b066240d25dff91784067cd80e Fey Lake 0 34 434 97 2023-08-21T10:50:12Z TimorSol 2 wikitext text/x-wiki A small lake sits among a group of tall trees, with crystal-clear water that reflects the surrounding trees. It is commonly covered by a white, smokey fog. In the center of the lake stands a strange tree, similar to a willow tree, but with a face of a humanoid woman. A glowing aura surrounds the lake, pulsating with Transmutation magic. <br> The water is home to a host of animals that live here in peace, disregarding if they would be hunters or hunted in a regular scenario. The water seems to have its source in a stone wall behind the lake, that constantly drips water into the lake. The lake is also inhabited by a [[Ulorian, the River King]], that made a deal with some wizards ages ago. An adventuring party, convinced by two animals, found a partner for Ulorian. Neither Ulorian nor the partner (Halie) have been seen ever since. [[Category: Locations]] 5ba42968b3b10293ff11947fdec3e4952c5233a7 Expedition Report 16 0 137 435 398 2023-08-21T10:52:04Z TimorSol 2 wikitext text/x-wiki ==== Report by Borg Prime ==== Date: 9-11 Quen'npillar I have read the previous reports and studied maps from [[Category:Expedition_Reports|previous expeditions]], and familiarized myself with Locations. Sadly, I do not have an internalized compass, besides the moral one, so we had to rely on one of the hoomans to guide us, with my directions. Notably, we are accompanied by Three, the Steel Defender built by Sydri. We left [[Proto]] and went west, towards the [[Fey Lake]]. After 45 minutes we saw a [[Tree Markings|marking]] (X with a tombstone) that would lead us to the Old Cemetery, and we continued West to the Fey Lake. After 2 hours from Proto we got there. For science, I decided to walk on its bottom, and I saw a lot of baubles and shiny coin pieces there. Nothing worth noticing. A few hoomans gave their offerings to the lake. I believe they will need to learn to not praise false idols, but all in its time. The party did some awkward climbing on a cliff that could be easily circumvented, and one member even did something that I came to know as parkour. Obviously, Three was the best at this job. I admire his silent, suffering devotion to his master. As previous expeditions noted, the water is magically enchanted. We continued south, and after 200 ft we left a letter L marked on a tree, to denote the distance in which the animal calming magic of the Lake works. After some time, we ran into a stream. One hour west, and we got to the [[River Arch|Arch]], which it’s 50-60 ft tall. I had Three look through the spyglass to see the marvels of the Arch’s decorations. He seemed interested. Next, we went to [[Purpur's Headwater|Purpur’s home]] (an additional hour) and as someone built between the stones, I asked him if he wanted some Acid, but he did not. Perhaps he didn’t eat lately, as Acid helps clear the sludge that forms from processing food by elementals. I poured the acid into my vials, maybe we’ll meet someone else who will be interested. We continued south-west, and we ended up being slightly off the place where we were headed. We spent our downtime resting, since we knew most things about this region. Sydri has been covering before centipedes, E.L. and the others spent the time looking around, while I spent my time teaching the wisdom of the Lord of Blades to Three. I have left them a piton with a stanza of the holy scripture of the Lord. I hope they will be, one day, awakened by the virus, as I was. All hail the blade and hammer. In the morning, we got attacked by some creatures, and Sydri’s elvish eyes recognized [[Gnoll|Gnolls]]. We prepared an ambush, but it seems they ambushed us instead, seeing through our charade. Luckily, their aim was, as my fathers called it: kompletnie gówniany. Which translates into “not good at all”. As it is, we start shooting at them, Three wakes up the rest of the party, and I call them to cease and desist. They are somewhat unresponsive. We made quick work with them. One tried to run away but I patted it on the back with a hammer, and it was clearly slower than we are. EL interrogated the gnoll a bit with a mix of telepathy and yip-yaps. He (I checked) seemed to understand us enough to be communicative. He was part of a tribe, and came specifically for us in the tribe. EL conveyed all our threats to him, as I was ready to commence torture, but seemingly the creature was more composed then we thought, clearly not impressed by my threats. Sydri took the four heads of gnolls with him, so that the gloomy cleric could talk with them later. He also took the limbs for whatever reason. Unsettling, we would never do that. We left the corpses there for the animals to eat. While Sydri built himself a mechanical servant, I have come to actually appreciate his craft with the knife. It may or may not be his fault that he fails to see how wrong his subjugation of Three is. Because we now had a captive gnoll, we decided to go back to Proto swinging by the mushroom forest. We went directly south-east, after 1 hour in the forest and 30 minutes of easy terrain, we spent 4 hours in a marshland to get to the mushroom forest patch. Lots of mosquitos in the marshland, I am sure the hoomans will have a lot of bites tomorrow. Ha.Ha.Ha. In the forest I stayed back, while others investigated the mushroom cap ring. Surprisingly, [[Redcap|ugly halfings]] surprised us with an attack. I can only assume they were halflings - long beards, crazy eyes, red caps on their heads and sickles (possibly for farming) in their hands. They wore heavy wooden shoes, possibly to compensate for something. We made them go back to their little cottages, and once again, me and Sydri carved the bodies up to see the order of things on the inside. Some party members decided to try some mushrooms, with or without mayo provided by my alchemist jug. The servant master Sydri made Three devour one such, we fed one to the Gnoll and one was eaten by Laesu. The first two had some sort of… recognition in their eyes. Laesu seemingly befriended a snake for a couple of hours. We took 5 toadstools with root balls with us - 3 big and 2 small. For science. We took the path back home and sadly wandered a bit too much, thus draining my internal battery to levels that are threatening to my wellbeing. I shall rest for two days now. ==== Report by E-L. ==== (originally written in cypher, some portions redacted for this posting) L- I’m not sure how long this message will take to reach you. I’m entrusting it with a captain of some ill-repute that visits this place, and he has promised to deliver to the normal contact in P___ D_____. Apologies as well for the old-fashioned double-writing, but with no direct communication I had to resort to this. I assumed you could remember this one - since you taught it to me! Next time I will probably add ________, for safety. This place is not quite what either of us probably expected. Isolated, yes, but there appears to be a fairly significant turnover of adventurers (for the lack of a better word) and some collection of old shipwrecked and/or abandoned persons. The latter serve to some degree as the locals of the [[Proto|main port town]], though most seem to have very little understanding/remembrance of the outside world. The trip here was uneventful, and it turned out three of the adventures that went on my first expedition outside P____ were on the ship as well. They had not seen through my disguise… or were too polite to admit it. As for the actual island, a few things stand out from my first venture. First, the island is quite large. We traveled by foot for several days, and I feel like despite the best efforts of previous explorers (by my count at least 15 prior expeditions), the understanding of the landscape is still fairly rudimentary. Even though I had never left P____, I was chosen - to my shock - to navigate for this group. More on this later. Second, the island is quite dangerous and extremely magical, just as you suspected. I have not done much research here, but there are a lot rumors about “wizards” and “[[Vaults|vaults]]” and “forgotten magic” just as you theorized. As of yet, no sign about _______ _________ ___________ __________ _______________ or _________ ____________ ____________. I will keep looking. In theory, the point of the expedition was to reach a rumored ‘[[The Desert|desert]]’ that lies far to the _____. By my estimation we never came close. We traveled upstream, found what seems to be the [[Fey Lake|source of freshwater for the town]]. This was an enchanted lake, which I was told was inhabited by some spirit. The enchantment seems to be some sort of calming effect on the native fauna, where predator and prey. I lucked out and was able to determine the exact edge of this enchantment, which may prove useful in the future. (I marked the boundary of this enchantment with “L” - an inside joke I share with you now.) L, this place is filled with a ridiculous set of wonders - a [[River Arch|stone arch]] left across a river, with no clear sign of who built it or why! Clear hints of conjuration magic though. - elementals, fey, and monsters! - So magic and mystery punctuated by long stretches of normalcy and emptiness and, well, to put it as best as I can describe it “anyplaceness”. I could have been walking between Z____ and home for much of this trip. For example, there is [[Stone Path Marshland|a marsh]] here that took us 4 hours to traverse, and only then because we had no concept of how to avoid it or get around it! I get ahead of myself slightly in this message. I will backtrack. On this wandering, I attempted to learn a bit of my companions, and I’ll report what I can. B___ P: an automaton of some impressive construction. Driven, and dry. You’d like them. They reminds me of _____, though besides the religious fervor, I’m not sure it’s a comparison either would like. We had a small conversation about appearances and self, which I found amusing and enlightening, but I think he meant well. As you taught me, when I can appear to be anybody I want, why would I want to be myself? L___ N: a tiefling (outcasts stick together right?) who I got into a discussion about luck versus destiny. Eventually he admitted destiny brought him here. No judgment - of course it did. At least they admitted it. (You’ll be happy to know I mentioned nothing of destiny driving me here. Since I know exactly what drove me here.) P____ S: I’ve forgotten the term you used, but P____ is certainly that type of warrior that uses their own blood to make their enemies suffer. An elf, though which clan is beyond my recognition. S____ D: a party member who had been here and been on several expeditions before. Had their own mechanical construct, though I did not press whether they made it here or not. For a more experienced person, seemed to have had a traumatic experience involving large centipedes (which thankfully we did not re-encounter). A fairly motley crew, to be said. We reached our theoretically halfway point - a recently(?) [[The Foresters Camp|abandoned forester camp]], and while we set up for the night, a group of [[Gnoll|gnolls]] stumbled into camp (intentionally? By accident?) and we were forced to fight. Thankfully the other member of the party proved capable in combat, and we managed to keep one alive. (There was - I think you will appreciate - a fair bit of gnoll dissection as well.) I’ve forgotten how dense some people can be, and unfortunately, this gnoll… unlike X____ back in Z____, was quite useless. Obviously just a common soldier, with little understanding of geography or the magic/danger around them. I communicated with him, but I have not reached the level of skill yet where I could understand him. Perhaps in time this will be available to me like it was made for you. I will continue to practice. This capture changed our entire plan, and instead of heading towards the desert, we turned ____ and tried to find some [[Ring of Mushrooms|enchanted mushrooms]]. Enter the four hour swamp mentioned above. We did find the mushrooms, in time. Though I have to admit that this change in direction and location (and the multitude of mosquito bites) completely frazzled my brain. It would prove costly as spent far too long returning to town afterwards. But the mushrooms were there, protected by what - I can only assume from your instruction - were [[Redcap|fey creatures]]. Again, the party proved capable, and we killed them, stole some of the mushrooms, and even (though I did not partake) tested some of them out. The automaton mentioned above (the ‘self-aware’ one) has a spigot on his side that makes a white-ish condiment. I believe he called it “miracle whip”, though I don’t remember now. But this excursion was quite draining, and I didn’t quite feel like myself after the encounter at the mushroom. Discombobulated, I misread some key landmarks and it took us several extra hours to return to town. At least so far, little blame has come my way, though that may be because I use multiple faces in town. Habits are hard to break! Mapping this land will prove critical in the coming weeks. Although your training in this front is useful, I am without tools for the time being (having lost them in the last few years). I know last we communicated, you expressed interest into how I was progressing on the skills you showed me. Unfortunately, I am still reliant on physical stones (for a sling I purchased here)… but I hope that that will disappear in a short time. The enemies here were susceptible to my ‘other’ attacks, which at least should be some relief to you based on your theories. Whatever magic blocks communication does not extend to the basic short-range psychic aspects you and I have come to rely on. Much love, your brother, E. [[Category: Expedition Reports (5E)]] dfd633303e020b96b39bdf70b533209f8946eae3 House of Cards 0 68 436 231 2023-08-21T10:59:33Z TimorSol 2 wikitext text/x-wiki The infamous House of Cards gambling hall is a unique building. It is a fabulous two-story structure with a dark wood frame and wooden roof tiles painted in gaudy colors to resemble playing cards. The walls are red paper fitted over wooden frames that can slide to make rooms larger and smaller as needed. <br> Although the building is made from wood, it is seemingly impossible to damage. Anyone who wanders past the door risks becoming lost inside. There are no windows. Day or night the light is dim and diffuse, provided by bobbing paper lanterns that float in the air. The floors are laid out in a grid of rectangular panels. Subtle playing card motifs are repeated throughout the interior, on the floor panels, the walls, and the ceiling. <br> Carrying anything from the original interior outside makes the item become mundane. <br> The House of Cards was ran by [[Ontranto Emporius]] and can be found west from [[The Foresters Camp]]. An adventuring party managed to drive Ontranto off, with him leaving a letter informing that the citizens of [[Proto]] can temporarily use his "summer house". Ontranto is presumed to be currently somewhere in the Lycan Camps, far to the west. [[Category: Locations]] 0bafa6db9b6b80e45e4760a5c5b6f29057a0d7c8 Lighthouse/Darkhouse 0 41 437 87 2023-08-21T12:10:36Z TimorSol 2 wikitext text/x-wiki === Darkhouse === The former lighthouse was used once as means to make travel towards Oasis safe for ships. [[The Lightkeeper]], using a Fire Core and a Moonstone, would use the magical power in conjunction with mechanical contraptions to light up the [[Safe Entry]] towards [[Proto]]. After the death of the last Lightkeeper, the lighthouse has been captured and transformed by a former assistant, [[Gloop]] - a demonic ooze creature of high intelligence and evil intent. Gloop used the Darkhouse to shed magical darkness from it, enforcing some magic abilities with it. The path to the Lighthouse was dangerous and lead through the forest. Additionally, whenever a creature saw the ray of darkness, it immediately fell a sense of confusion. Only safe way to travel towards the place was during the night or with your eyes closed. The lighthouse itself is a dark, tall building, standing on a rock that's somewhat away from the coast. The water hits the rocky coast constantly, with a loud slush sound. There's a wet mist hovering here constantly. To get to the building you need to use a narrow rock pathway or use a rowboat to get to it from the back. During a full of bravado breach and entry, a party managed to kill most oozes protecting the building and actually get rid of Gloop, freeing the island of his influence. === Lighthouse === After being freed from Gloop, the Lighthouse stood unoccupied for some time... until another group of adventurers discovered, that new inhabitants made it their home. An unusual pair - [[Falstaff]] the Devil and [[Robin]] the Pixie. They claim that they were living in the basement (access from the cliff) which is connected to an abyssal gate. The gate itself lures in the occasional demon and works two ways. Furthermore, Falstaff suggests that it is him and Robin who invented and engineered the Lighthouse mechanism. They are currently both working to keep the lighthouse safe, though on occasion they need help with demons from the basement. Thanks to the [[Safe Entry]] point being active, travelling to and from Proto is safer. === Moon Muzzle === A open case is a note found months ago by one group on a dead wererat. The note referred to the Lighthouse as the Moon Muzzle, and it was pretty clear that the [[Lycanthropes|Lycans]] has a live interest in stopping the Lighthouse from being activated. Small scout groups of Lycans were also spotted by Falstaff. [[Category: Locations]] 59460ed2d430126c9341eff520f435fdd1422871 Mountain Range 0 54 438 121 2023-08-21T12:11:20Z TimorSol 2 wikitext text/x-wiki The singular massive mountain range is situated in the middle of the island, nearly straight west from [[Proto]]. It seems to span for tens of miles. [[Category: Locations]] 8554c8dbfcf18c3da7afa2611f0c5d123d5f419c Old Cemetery 0 15 439 258 2023-08-21T12:16:52Z TimorSol 2 wikitext text/x-wiki The Old Cemetery was used by the original inhabitants of Proto, and potentially by earlier inhabitants of the Island. The graveyard is a couple of miles away from the Town itself, to not spoil any of the water or ground near the town. It is situated on a cliff, roughly 30 feet above the water line. <br> There are multiple graves above the cliff, some of them old, some new. Additionally, there's the constant sound of wood thumping on rocks audible nearby. Some of the town inhabitants have a custom of leaving corpses in their coffins, and hanging them by chains from the cliffs. This way the water takes them away with time, smashing the wood against the rocky cliff and finally taking the corpses away to the depths.<br> The cemetery has a sub-level, roughly 10 feet below the earth, with a set of corridors and chambers seemingly used as burial grounds from earlier generations. A party managed to breach the security measures guarding a inner tomb. Inside, they found the body of [[Natasha Fuchs]] and undead guards. The Cemetery is currently considered safe.. [[File:3009 - Graveyard isometric 80x76.jpg|thumb|The Old Graveyard]] [[Category: Locations]] 9092f25d86b0cf8415cf9a42ad1415cc90ee9e43 Vaults 0 61 440 134 2023-08-21T12:17:56Z TimorSol 2 wikitext text/x-wiki OASIS was build by and for powerful magic users as means to secure their wealth from meddlesome eyes of gods and humanoids alike.<br> To achieve that, they scattered Vaults around the whole Island. Vaults are, essentially, structures (natural or artificial) that contain the treasures of wizards from past eras. They may take many different forms - a wizard's tower, a flying castle, a dome of metal, a titan's fortress or many many others. They reflect the personality of the owner of the Vault. <br> Vaults are always guarded, and are always a deadly threat to adventurers. They are the highest-risk/highest-reward locations in Oasis. <br> Explored Vaults: * [[The Dome]] [[Category: Locations]] [[Category: Lore]] d788697344b14032450b7d13edd5a1d587efeba1 Troll Hut 0 75 441 159 2023-08-21T12:19:23Z TimorSol 2 wikitext text/x-wiki A [[Troll]] hut was encountered near a low cliff-side, north-west from the [[Floating Rocks]], near a river that flows under them. The Hut was a filthy hole, but provides some security and shelter from the elements. It was later taken as home by [[Auberon]] and [[Donypus]], and expanded with the help of adventurers. Auberon uses the place as a home, but also works as a scout for Proto in exchange for some barter goods. [[Category: Locations]] b5ac231bed152909839d5742ded8db62b9df41ea The Open Fields 0 65 442 141 2023-08-21T12:20:11Z TimorSol 2 wikitext text/x-wiki The open fields stretch out for miles, as far as the eye can see. The vast expanse broken only by the occasional rocky outcropping or small shrub or patch of forest. The land is hilly and barren, with the dry soil cracked and broken by the harsh winds that sweep across the plains. There are multiple rivers that flow from the steppes. <br> Surveying revealed small herds of wild horses and other creatures, grazing on the sparse vegetation. The animals seem to have adapted well to the harsh environment, their thick coats and sturdy frames making them well-suited to survive the bitter cold. <br> At night, the plains are haunted by swarms of [[Bat-like creatures]]. The Open Fields span all the way to the Fey Forest up north. [[Category: Locations]] 75a43b9e82d3385af54834fae6dca4bd770b4c7a The Foresters Camp 0 24 443 58 2023-08-21T12:25:33Z TimorSol 2 wikitext text/x-wiki === Missing Foresters === The dense forest gives way to a small clearing where a group of foresters had set up camp. Surrounding the camp is a low wooden fence, and the scent of woodsmoke lingers in the air. The camp appears to have been abandoned suddenly, with tools and weapons left behind, now covered in dust and cobwebs. The supplies and food are left out in the open, now spoiled or taken by scavengers. The large shack where the foresters would gather to eat, rest, and plan their work, is now empty, the tables still set as if waiting for the next meal. Nearby, a makeshift corral once held a group of oxen or horses, but they are no longer there, likely taken by the foresters. As one approaches the camp, an eerie silence and abandoned feeling permeate the atmosphere. The only sounds are those of the forest, occasional twig snaps underfoot, and the occasional animal that has taken up residence in the camp. It is unclear what happened to the foresters, but they left everything behind that they could not carry. As of 26th of Fessuran, 845 PD, the Foresters Camp was in a devastated state due to a heavy [[Storm]]. [[File:Forest Camp - cin1.jpg|thumb|a visual representation of the camp before it was destroyed. ]] === Gnolls === The camp has been rebuild and settled by a tribe of around 70 Gnolls under the leadership of [[Vorn]]. With the help of Flint Flare, the gnolls got training and now supply quality wood to Proto in exchange for a promise of peace, prosperity and a full stomach. [[Category: Locations]] 63fea2e585226a67bee4b0f14736fbbedb425695 444 443 2023-08-21T12:25:44Z TimorSol 2 wikitext text/x-wiki === Missing Foresters === The dense forest gives way to a small clearing where a group of foresters had set up camp. Surrounding the camp is a low wooden fence, and the scent of woodsmoke lingers in the air. The camp appears to have been abandoned suddenly, with tools and weapons left behind, now covered in dust and cobwebs. The supplies and food are left out in the open, now spoiled or taken by scavengers. The large shack where the foresters would gather to eat, rest, and plan their work, is now empty, the tables still set as if waiting for the next meal. Nearby, a makeshift corral once held a group of oxen or horses, but they are no longer there, likely taken by the foresters. As one approaches the camp, an eerie silence and abandoned feeling permeate the atmosphere. The only sounds are those of the forest, occasional twig snaps underfoot, and the occasional animal that has taken up residence in the camp. It is unclear what happened to the foresters, but they left everything behind that they could not carry. As of 26th of Fessuran, 845 PD, the Foresters Camp was in a devastated state due to a heavy [[Storm]]. [[File:Forest Camp - cin1.jpg|thumb|a visual representation of the camp before it was destroyed. ]] === Gnolls === The camp has been rebuild and settled by a tribe of around 70 Gnolls under the leadership of [[Vorn]]. With the help of [[Flint Flare]], the gnolls got training and now supply quality wood to Proto in exchange for a promise of peace, prosperity and a full stomach. [[Category: Locations]] ff84795cbe14ec5c0fc68d4ceda1991c01beb2b5 Vorn 0 209 445 2023-08-21T12:28:54Z TimorSol 2 Created page with "Vorn, with age-worn fur and the scars of countless battles etched upon their body, epitomizes the embodiment of sagacity among their kind. Their fur, once a fiery red, has dulled over the years, and their eyes, though fierce, possess a glint of profound knowledge. Standing tall and statuesque, their presence alone demands attention, and their mere growl can quell the most raucous of disputes within the pack. Around their neck, they wear an intricate necklace of bones, e..." wikitext text/x-wiki Vorn, with age-worn fur and the scars of countless battles etched upon their body, epitomizes the embodiment of sagacity among their kind. Their fur, once a fiery red, has dulled over the years, and their eyes, though fierce, possess a glint of profound knowledge. Standing tall and statuesque, their presence alone demands attention, and their mere growl can quell the most raucous of disputes within the pack. Around their neck, they wear an intricate necklace of bones, each one representing a triumph over a formidable foe or a challenge met with cunning. Even though Vorn is not the youngest, she keeps thinking in a modern way, not shying away from negotiations with humans. [[Category: NPCs]] fb99ca6d069930806339205f7710e4de7b582cb7 448 445 2023-08-21T12:31:30Z TimorSol 2 wikitext text/x-wiki Vorn, with age-worn fur and the scars of countless battles etched upon their body, epitomizes the embodiment of sagacity among their kind. Their fur, once a fiery red, has dulled over the years, and their eyes, though fierce, possess a glint of profound knowledge. Standing tall and statuesque, their presence alone demands attention, and their mere growl can quell the most raucous of disputes within the pack. Around their neck, they wear an intricate necklace of bones, each one representing a triumph over a formidable foe or a challenge met with cunning. Even though Vorn is not the youngest, she keeps thinking in a modern way, not shying away from negotiations with humans. Vorn resides in [[The Foresters Camp]], where the pack made their home. [[Category: NPCs]] 26ac68c74b8eb74430ea396231262521d7612823 Flint Flare 0 210 446 2023-08-21T12:30:26Z TimorSol 2 Created page with "Flint Flare is a fire genasi that worked at the harbor and is known for his exceptional craftsmanship in ship repair. With flickering flames dancing within his vibrant red hair and a warm glow emanating from his eyes, Flint's affinity for fire is evident. His expertise extends beyond the realm of shipbuilding and repair. He speaks to you with a marquesian accent. Flint has been persuaded by one of the adventurers to work with the Gnolls and teach them how to properly har..." wikitext text/x-wiki Flint Flare is a fire genasi that worked at the harbor and is known for his exceptional craftsmanship in ship repair. With flickering flames dancing within his vibrant red hair and a warm glow emanating from his eyes, Flint's affinity for fire is evident. His expertise extends beyond the realm of shipbuilding and repair. He speaks to you with a marquesian accent. Flint has been persuaded by one of the adventurers to work with the Gnolls and teach them how to properly harvest wood in the [[Foresters Camp]]. [[Category: NPCs]] dc2fb53492a54f98ffc725e27386e63fc023f296 447 446 2023-08-21T12:30:44Z TimorSol 2 wikitext text/x-wiki Flint Flare is a fire genasi that worked at the harbor and is known for his exceptional craftsmanship in ship repair. With flickering flames dancing within his vibrant red hair and a warm glow emanating from his eyes, Flint's affinity for fire is evident. His expertise extends beyond the realm of shipbuilding and repair. He speaks to you with a marquesian accent. Flint has been persuaded by one of the adventurers to work with the Gnolls and teach them how to properly harvest wood in the [[The Foresters Camp]]. [[Category: NPCs]] e9e877dfbbd25e7a647b7b8defd405a7850dcadf The Desert 0 53 450 122 2023-08-21T12:35:27Z TimorSol 2 wikitext text/x-wiki Set south from the [[Mountain Range|mountain range]], a desert is situated at the feet of the mountains. Defying all natural laws, the scorching heat can be seen from afar, with the air masses grinding against the cold winds from the mountain. The desert is home to the [[Scorpionfolk]]. At least one Desert Spire has been noted from afar. It is surmised that the Spires work as homes for the Scorpions. [[Category: Locations]] e703c2a704730e888755fd1c344f5285f4d49e68 Scorpionfolk 0 211 451 2023-08-21T12:38:46Z TimorSol 2 Created page with "Scorpionfolk are a fearsome and enigmatic race found in the vast and arid deserts of the world. These beings are a curious fusion of humanoid and arachnid, with a body that combines human and scorpion-like features, creating a uniquely menacing appearance. Their upper torsos resemble those of humans, with strong and muscular frames covered in tough, desert-hued skin and clad in armor. Their heads are adorned with sharp, angular features, characterized by chitinous plate..." wikitext text/x-wiki Scorpionfolk are a fearsome and enigmatic race found in the vast and arid deserts of the world. These beings are a curious fusion of humanoid and arachnid, with a body that combines human and scorpion-like features, creating a uniquely menacing appearance. Their upper torsos resemble those of humans, with strong and muscular frames covered in tough, desert-hued skin and clad in armor. Their heads are adorned with sharp, angular features, characterized by chitinous plates and large, multifaceted eyes that gleam with a predatory intelligence. The lower half of their bodies, however, takes on the form of a massive scorpion, with a segmented exoskeleton that shimmers in various shades of brown and ochre. Four powerful, chitinous arms extend from their humanoid torso, some ending in a wickedly sharp pincer that can deliver a deadly sting. Their lower limbs consist of a flexible, jointed tail equipped with a serrated stinger dripping with venom. Scorpionfolk possess a deep connection to their arachnid ancestors, with many tribes having scorpion deities or spirits at the center of their worship. They are also known for their intricate tribal tattoos and body markings. [[Category: Monsters]] b3bcc6cf180da22ce8349b20fa3d0c769cfb79c4 Stone Path Marshland 0 143 452 269 2023-08-21T12:40:03Z TimorSol 2 wikitext text/x-wiki The marshland spans a vast area, around 3-5 miles in radius, and it's home to a diverse ecosystem of flora and fauna. The two rivers that form from the marshland are its lifeblood, providing sustenance to the creatures that call it home. You can easily step over them. The water is clear and cool, perfect for fishing or for quenching one's thirst. The terrain can be challenging to traverse, but it's not impossible for those who are experienced in outdoor activities. The stone path set on the south side of the marshland provides a reliable route for travelers. The stones are carefully spaced, about 5-6 feet away from each other, and require some nimbleness to navigate. Despite the challenge, the path offers a sense of adventure and a chance to enjoy the unique beauty of the marshland. There's an abundance of reeds, cattails, and other aquatic plants that thrive in the wet environment. Their rustling in the gentle breeze adds a soothing background noise that can be quite relaxing. In the distance, you can see a variety of birds gliding through the air, some diving into the water to catch their prey. The marshland spans between [[River Arch|the River Arch]], [[Ring of Mushrooms]], and the forest encircles [[The Foresters Camp|Foresters Camp]]. In the middle of the swamp the home of [[Auntie Maggie] can be found. [[Category: Locations]] 7a6fafd6c39cd11b0e6f0cc4d297c7e37adff9aa 453 452 2023-08-21T12:40:26Z TimorSol 2 wikitext text/x-wiki The marshland spans a vast area, around 3-5 miles in radius, and it's home to a diverse ecosystem of flora and fauna. The two rivers that form from the marshland are its lifeblood, providing sustenance to the creatures that call it home. You can easily step over them. The water is clear and cool, perfect for fishing or for quenching one's thirst. The terrain can be challenging to traverse, but it's not impossible for those who are experienced in outdoor activities. The stone path set on the south side of the marshland provides a reliable route for travelers. The stones are carefully spaced, about 5-6 feet away from each other, and require some nimbleness to navigate. Despite the challenge, the path offers a sense of adventure and a chance to enjoy the unique beauty of the marshland. There's an abundance of reeds, cattails, and other aquatic plants that thrive in the wet environment. Their rustling in the gentle breeze adds a soothing background noise that can be quite relaxing. In the distance, you can see a variety of birds gliding through the air, some diving into the water to catch their prey. The marshland spans between [[River Arch|the River Arch]], [[Ring of Mushrooms]], and the forest encircles [[The Foresters Camp|Foresters Camp]]. In the middle of the swamp the home of [[Auntie Maggie]] can be found. [[Category: Locations]] 1301b1df72ef4c9226aea74eff448d5ff3936eff Auntie Maggie 0 212 454 2023-08-21T12:40:52Z TimorSol 2 Created page with "Deep within the swamp lies a single large dead tree. An ancient hag lives here, along with her pet chimeras and redcap helpers. [[Category: NPCs]]" wikitext text/x-wiki Deep within the swamp lies a single large dead tree. An ancient hag lives here, along with her pet chimeras and redcap helpers. [[Category: NPCs]] b1c9653028fe4bd43c9e3a54cd66c516b5d9daf5 499 454 2023-08-24T17:41:59Z 62.21.26.247 0 wikitext text/x-wiki Deep within the swamp lies a single large dead tree. An ancient hag lives here, along with her pet chimeras and redcap helpers. [[Category: NPC]] 8f4673535fc984a5083efc24bed85e125e1d39f7 Standing Rock Headwaters 0 112 455 336 2023-08-21T12:42:56Z TimorSol 2 wikitext text/x-wiki Seen from afar, the massive rock was a source of water for a river traveling northwards, situated in [[The Open Fields]]. Upon closer inspection, it seems that the Headwaters is home to some kind of water being that lives inside. There's a waterfall erupting from the stone, that may have a cave. Getting to the cave requires exquisite climbing skills or the usage of natural formations that form above the initial stretch of the river - with the risk of slipping and falling into the water. The river connects with the [[Naiad Headwaters|river to the east]], and flows into the ocean under the [[Spider Bridge|spider bridge]]. The headwaters have been home for a corrupted Water Elemental that's been cured of his curse by one party and reconnected with his wife in the Naiad Headwaters. [[Category: Locations]] 7b0aefd2c8a6710e0b4a44e01df5305dced04dc2 Rorin's Crossing 0 104 456 202 2023-08-21T12:44:13Z TimorSol 2 wikitext text/x-wiki Situated roughly between the [[River Arch]] and the ocean, or nearly directly south from the [[Fey Lake]] the crossing is a set of boulders set in the river by a adventurer to safely traverse the current. The stone boulders have been used as a foundation for a proper wooden bridge. [[Category: Locations]] 598f074582293807022044cfc9ad6fff15e5bda9 Crossroad Bridge 0 213 457 2023-08-21T13:11:53Z TimorSol 2 Created page with "Spanning the creek's center is an aging, dilapidated bridge constructed from rotting planks, its foundation supported by stone piles at either end. Neglected for quite some time, the bridge has seen better days, with several planks missing or in disrepair. Near the bridge stands a tall metal pole thrust into the ground, its surface devoid of any visible markings or attachments, appearing abandoned and unused. Upon closer inspection, you notice a series of small, dime-si..." wikitext text/x-wiki Spanning the creek's center is an aging, dilapidated bridge constructed from rotting planks, its foundation supported by stone piles at either end. Neglected for quite some time, the bridge has seen better days, with several planks missing or in disrepair. Near the bridge stands a tall metal pole thrust into the ground, its surface devoid of any visible markings or attachments, appearing abandoned and unused. Upon closer inspection, you notice a series of small, dime-sized holes peppering the pole's surface. A careful investigation revealed faded writing concealed on the undersides of the planks, forming what appears to be a set of directions or instructions. The planks can be affixed to the mysterious metal pole. Evidently, this area once served as a vital route for travel or transport, but now it lies abandoned and forgotten, its significance lost to time. The inscriptions you've uncovered hint at various destinations: "Head towards the sunrise's gleam, Where ships dock without human team." (automaton harbor) "To find the way, look to the west, Where venomous creatures make their nest." (the scorpion and yuan ti) "Seek the land where reptiles roam, Where scales and claws make their home." (south to the reptiles?). "Follow the wind's haunting howl, Where the castle moves and scowls." (north, to a castle) [[Category: Locations]] c8bb43a5b8db79a6c550214a47206a65ab8b67e9 458 457 2023-08-21T13:12:08Z TimorSol 2 wikitext text/x-wiki Spanning the creek's center is an aging, dilapidated bridge constructed from rotting planks, its foundation supported by stone piles at either end. Neglected for quite some time, the bridge has seen better days, with several planks missing or in disrepair. Near the bridge stands a tall metal pole thrust into the ground, its surface devoid of any visible markings or attachments, appearing abandoned and unused. Upon closer inspection, you notice a series of small, dime-sized holes peppering the pole's surface. A careful investigation revealed faded writing concealed on the undersides of the planks, forming what appears to be a set of directions or instructions. The planks can be affixed to the mysterious metal pole. Evidently, this area once served as a vital route for travel or transport, but now it lies abandoned and forgotten, its significance lost to time. The inscriptions you've uncovered hint at various destinations: * "Head towards the sunrise's gleam, Where ships dock without human team." (automaton harbor) * "To find the way, look to the west, Where venomous creatures make their nest." (the scorpion and yuan ti) * "Seek the land where reptiles roam, Where scales and claws make their home." (south to the reptiles?). * "Follow the wind's haunting howl, Where the castle moves and scowls." (north, to a castle) [[Category: Locations]] aeaea248628614108c91bb254ec9eb2e6c09eb31 Calm Pond 0 214 459 2023-08-21T14:53:31Z TimorSol 2 Created page with "The small pond is a peaceful and serene place, nestled among the trees and the grasses of the forest. It is a favorite spot for animals, who come to drink from its clear and cool waters. The pond is filled with fresh water, which is clean and pure, and it is home to a variety of aquatic life, such as fish, frogs, and insects. The pond is surrounded by a ring of grass and flowers, which provide a colorful and fragrant backdrop. The grass is soft and cool underfoot, and i..." wikitext text/x-wiki The small pond is a peaceful and serene place, nestled among the trees and the grasses of the forest. It is a favorite spot for animals, who come to drink from its clear and cool waters. The pond is filled with fresh water, which is clean and pure, and it is home to a variety of aquatic life, such as fish, frogs, and insects. The pond is surrounded by a ring of grass and flowers, which provide a colorful and fragrant backdrop. The grass is soft and cool underfoot, and it provides a comfortable place to rest and to relax. The flowers are bright and beautiful, and they add a touch of whimsy and magic to the scene. The early morning hours are a perfect time to hunt at the small pond. The animals are fresh and alert, and they are more likely to be spotted as they come to drink from the water. The pond is also a good place to rest during the day, when the sun is high and the heat is at its most intense. The cool and shady trees provide a welcome respite from the scorching sun, and the pond's fresh water is a refreshing and invigorating drink. [[Category: Locations]] 7c4e653c17295bf05009db1fcf0a7dfbdaeed07d Giant Oak 0 215 460 2023-08-21T15:08:03Z TimorSol 2 Created page with "In the heart of the clearing, an awe-inspiring giant oak tree commands attention. Its colossal, gnarled branches stretch high into the sky, forming a natural canopy that dapples sunlight onto the verdant forest floor below. The bark, weathered by centuries of seasons, carries a sense of ancient wisdom, with intricate patterns etched by time's gentle hand. The massive trunk boasts countless knots and crevices, resembling a lifelike tapestry of ages past. A post is stampe..." wikitext text/x-wiki In the heart of the clearing, an awe-inspiring giant oak tree commands attention. Its colossal, gnarled branches stretch high into the sky, forming a natural canopy that dapples sunlight onto the verdant forest floor below. The bark, weathered by centuries of seasons, carries a sense of ancient wisdom, with intricate patterns etched by time's gentle hand. The massive trunk boasts countless knots and crevices, resembling a lifelike tapestry of ages past. A post is stamped into the ground. With a message scrawled and deciphered to mean "treasure found in the hidden home of squirrels". Around the back of the tree there's a poorly hidden, though hidden, door. [[Category: Locations]] e032b95c4c58b5a83ad3d845df198b4fab795dfd Automaton Harbor 0 216 461 2023-08-21T15:11:27Z TimorSol 2 Created page with "The harbor is dotted with the remains of towering structures, made of strange and unfamiliar materials with elaborate designs. These structures are now little more than skeletons, stripped of their flesh and their power, and left to rust and decay in the elements. Despite the harbor's dilapidated appearance, there are still hints of the civilization's greatness and power. Seen from afar, a number of automatons were scattered around the harbor fulfilling tasks of unknown..." wikitext text/x-wiki The harbor is dotted with the remains of towering structures, made of strange and unfamiliar materials with elaborate designs. These structures are now little more than skeletons, stripped of their flesh and their power, and left to rust and decay in the elements. Despite the harbor's dilapidated appearance, there are still hints of the civilization's greatness and power. Seen from afar, a number of automatons were scattered around the harbor fulfilling tasks of unknown meaning and purpose. The harbor has not been explored and nobody got close to it, as it is clearly defended by metallic monsters of great strength. [[Category: Locations]] 778458129d2931d76f14e44d807657d879c0927f Dwarven Statue 0 217 462 2023-08-21T15:20:29Z TimorSol 2 Created page with "The colossal statue of a bare-chested dwarf looks towards the ocean. Its imposing presence looms above, towering at a formidable height of 30 feet. The dwarf's powerful arms grasp a massive hammer. Carvings adorn the surface of the hammer's shaft. These cryptic markings, inscribed in an unfamiliar script, hint at the existence of a concealed entrance where the hammer's metallic shaft - a secret. A plaque behind the dwarf reads "The hammer holds a treasure," while a cry..." wikitext text/x-wiki The colossal statue of a bare-chested dwarf looks towards the ocean. Its imposing presence looms above, towering at a formidable height of 30 feet. The dwarf's powerful arms grasp a massive hammer. Carvings adorn the surface of the hammer's shaft. These cryptic markings, inscribed in an unfamiliar script, hint at the existence of a concealed entrance where the hammer's metallic shaft - a secret. A plaque behind the dwarf reads "The hammer holds a treasure," while a cryptic message etched onto the shaft cryptically warns "Not everything is all that it seems; the hammer is not always a weapon." Inside the shaft (partially shattered by a party) a few objects were found: a small 20cm tripod, a few platinum pieces and a note reading "I had to borrow this, will return ASAP - [[Howl]]” [[Category: Locations]] 96d6d36d7bd7151c50bbad5945cd87c752990a6e Gribbitz's Perch 0 218 463 2023-08-21T15:25:48Z TimorSol 2 Created page with "Nestled along the gently meandering riverbed, the riverbank perch exudes a serene charm. The soothing whispers of the flowing waters invite weary travelers to pause and take respite. Tall, swaying reeds line the edge, their vibrant green fronds rustling in harmony with the river's gentle melody. A few flat stones, worn smooth by countless seasons, provide natural seating amid the riverbank's soft, sandy embrace. The view from this peaceful haven offers a picturesque ta..." wikitext text/x-wiki Nestled along the gently meandering riverbed, the riverbank perch exudes a serene charm. The soothing whispers of the flowing waters invite weary travelers to pause and take respite. Tall, swaying reeds line the edge, their vibrant green fronds rustling in harmony with the river's gentle melody. A few flat stones, worn smooth by countless seasons, provide natural seating amid the riverbank's soft, sandy embrace. The view from this peaceful haven offers a picturesque tableau: the clear, shimmering river waters glisten under the sun's warm embrace, while overhanging branches of willow trees dip gracefully toward the water, their trailing leaves forming a verdant canopy. On one of the Perches [[Printz Gribbitz]] was found by a adventuring party. [[Category: Locations]] 3095e58bc89fbfaa2209a28eb51634cb46b1e153 Printz Gribbitz 0 219 464 2023-08-21T15:29:07Z TimorSol 2 Created page with "Prince Gribbitz, though burdened with a rather unconventional personality, bears the unmistakable appearance of a typical Bullywug. Standing at a mere 3 feet in height, his stout and amphibious form is characterized by bulbous, mottled green skin, adorned with warts of varying sizes. His webbed fingers and toes end in broad, round pads that provide excellent grip and agility in swampy terrain. Two large, expressive eyes dominate his face, their bright yellow irises frame..." wikitext text/x-wiki Prince Gribbitz, though burdened with a rather unconventional personality, bears the unmistakable appearance of a typical Bullywug. Standing at a mere 3 feet in height, his stout and amphibious form is characterized by bulbous, mottled green skin, adorned with warts of varying sizes. His webbed fingers and toes end in broad, round pads that provide excellent grip and agility in swampy terrain. Two large, expressive eyes dominate his face, their bright yellow irises framed by oversized eyelids. Gribbitz's wide mouth, filled with sharp, needle-like teeth, often stretches into a wide, friendly grin or, at times, a sly and suggestive smirk. Printz Gribbitz claims that he is a cursed prince, and that his only hope for breaking the curse is to find a maiden who will fall in love with him and then share a true love's kiss. In exchange for help, he promises the party that will help him a great reward - riches beyond their wildest dreams. Gribbitz seems to have a particular interest in human and elf girls. [[Category: NPCs]] fbf07b4ed18337a1a319fce15fb7885499d11f93 Wolf Ponds 0 220 465 2023-08-21T15:37:14Z TimorSol 2 Created page with "The once lush and vibrant foliage here appears tainted and sickly, casting eerie shadows upon the land. Natural pools of water, stagnant and murky, lie scattered throughout the clearing, their surfaces reflecting the sickly green hue of the surrounding vegetation. Signs of slow healing can be however seen. Still, the air is heavy with an oppressive stillness, broken only by the distant and unsettling croak of amphibian creatures. Despite the seeming grotesque of this p..." wikitext text/x-wiki The once lush and vibrant foliage here appears tainted and sickly, casting eerie shadows upon the land. Natural pools of water, stagnant and murky, lie scattered throughout the clearing, their surfaces reflecting the sickly green hue of the surrounding vegetation. Signs of slow healing can be however seen. Still, the air is heavy with an oppressive stillness, broken only by the distant and unsettling croak of amphibian creatures. Despite the seeming grotesque of this place, a palpable sense of lifeforce hangs in the air, making it abundantly clear that this clearing was intentionally corrupted at one point (and cleansed by a adventuring party). [[Category: Locations]] bcd8586a7709b0407e1cbf9a07a459a135e606c7 Troll Hut 0 75 466 441 2023-08-21T15:39:15Z TimorSol 2 wikitext text/x-wiki A [[Troll]] hut was encountered near a low cliff-side, north-west from the [[Floating Rocks]], near a river that flows under them. The Hut was a filthy hole, but provides some security and shelter from the elements. It was later taken as home by [[Auberon]] and [[Donypus]], and expanded with the help of adventurers. Auberon uses the place as a home, but also works as a scout for Proto in exchange for some barter goods. Lately Auberon has noted that a [[Roggenwolf]] is patroling the forest, seemingly filling in for Auberon where he can't. [[Category: Locations]] 8c1e7744c96445741e907b6d3838107cfb95e175 Roggenwolf 0 221 467 2023-08-21T15:42:04Z TimorSol 2 Created page with "A large wolf with long, white fur and black eyes pads. The roggenwolf possesses just enough intelligence to understand a little of how humanoids think, and it often leaves the bones of its victims arranged in ways that mislead or cast blame on others. It may take a bone into a hunting kennel or place a scrap of cloth in a shepherd’s hut to mislead others. Once seen as minor deities who received sacrifices in exchange for protecting fields and isolated farms, roggenwol..." wikitext text/x-wiki A large wolf with long, white fur and black eyes pads. The roggenwolf possesses just enough intelligence to understand a little of how humanoids think, and it often leaves the bones of its victims arranged in ways that mislead or cast blame on others. It may take a bone into a hunting kennel or place a scrap of cloth in a shepherd’s hut to mislead others. Once seen as minor deities who received sacrifices in exchange for protecting fields and isolated farms, roggenwolves have adapted to take what they were once given. They do still provide the same protection, but this is entirely incidental; they deter other predators to protect their own source of food. Some rituals still call them up to service, harming enemies or chasing off wolves or monsters. [[Category: Monsters]] 2cc653462e4b246e67ae6f11be7a965fbdb50295 Stone Head 0 222 468 2023-08-21T16:06:47Z TimorSol 2 Created page with "A massive stone head looms from the ground, ancient and weathered. Covered in moss and vines, its crude yet unmistakable features consist of a wide nose, prominent cheekbones, and a stern, frowning expression. The empty eyes gaze into the distance as if lost in contemplation. Rough, weathered stone is etched with strange symbols and runes. Standing as tall as a two-story building. An opening at the back leads to a series of chambers within the head. The first is a large..." wikitext text/x-wiki A massive stone head looms from the ground, ancient and weathered. Covered in moss and vines, its crude yet unmistakable features consist of a wide nose, prominent cheekbones, and a stern, frowning expression. The empty eyes gaze into the distance as if lost in contemplation. Rough, weathered stone is etched with strange symbols and runes. Standing as tall as a two-story building. An opening at the back leads to a series of chambers within the head. The first is a large space with a high ceiling. The walls pulse with strange, vein-like patterns of light, and the floor is coated in a greasy, black substance, filling the air with a putrid stench. The second chamber is more confined, filled with life-sized puppets suspended from walls and ceiling. Each puppet wears a disconcerting, contorted expression on its face. In a corner, a pile of shattered puppet remnants hints at a violent destruction. The chamber ends with collapsed stairs leading upwards. The third chamber, the smallest yet, houses cobweb-covered mysterious, glowing orb that hovers in mid-air, sending shivers down your spine. The orb controls the 'mannequins' found inside; saying the word 'obey' in draconic while touching the orb activates them. This can cause psychic damage and a massive headache, however. [[Category: Locations]] cc11eaccc063151375ec9aa5d18c5c265d33bbb5 Roper Ait 0 223 469 2023-08-21T16:09:14Z TimorSol 2 Created page with "The small islet located among the rushing waters of the river housed a rocky formation that rose from the riverbed like an ancient obelisk. The inlet is perfectly suited for traversing the river. The stone obelisk was in fact a roper monster, Its body is covered in a layer of green and brown seaweed that camouflages it perfectly with its surroundings. The creature's eyes were small and beady, and its jagged, razor-sharp teeth are visible through its gaping maw. Cate..." wikitext text/x-wiki The small islet located among the rushing waters of the river housed a rocky formation that rose from the riverbed like an ancient obelisk. The inlet is perfectly suited for traversing the river. The stone obelisk was in fact a roper monster, Its body is covered in a layer of green and brown seaweed that camouflages it perfectly with its surroundings. The creature's eyes were small and beady, and its jagged, razor-sharp teeth are visible through its gaping maw. [[Category: Locations]] 1b73d289b1f7af2bc2f78f927ad5afd3eb50b66e MediaWiki:Common.js 8 224 470 2023-08-21T16:26:08Z TimorSol 2 Created page with "/* Any JavaScript here will be loaded for all users on every page load. */ $(document).ready(function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); // Add an event listener to toggle the aria-expanded attribute on click labelElement.addEventListener('click', function () { var ariaExpandedValue = labelElement.getAttribute('aria-expanded'); if (ariaExpandedValue === 'true') {..." javascript text/javascript /* Any JavaScript here will be loaded for all users on every page load. */ $(document).ready(function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); // Add an event listener to toggle the aria-expanded attribute on click labelElement.addEventListener('click', function () { var ariaExpandedValue = labelElement.getAttribute('aria-expanded'); if (ariaExpandedValue === 'true') { labelElement.setAttribute('aria-expanded', 'false'); } else { labelElement.setAttribute('aria-expanded', 'true'); } }); }); fc635cfd28735870b1e78056a68d5bd5d587c7cf 471 470 2023-08-21T16:32:57Z TimorSol 2 javascript text/javascript /* Any JavaScript here will be loaded for all users on every page load. */ $(document).ready(function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); console.log(labelElement); // Add an event listener to toggle the aria-expanded attribute on click labelElement.addEventListener('click', function () { var ariaExpandedValue = labelElement.getAttribute('aria-expanded'); if (ariaExpandedValue === 'true') { console.log(ariaExpandedValue); labelElement.setAttribute('aria-expanded', 'false'); } else { labelElement.setAttribute('aria-expanded', 'true'); } }); }); ec9af0110812ee96d1d2c7ec892e859f790d09bb 472 471 2023-08-21T16:34:28Z TimorSol 2 javascript text/javascript /* Any JavaScript here will be loaded for all users on every page load. */ $(document).ready(function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); console.log(labelElement); // Add an event listener to toggle the aria-expanded attribute on click var ariaExpandedValue = labelElement.getAttribute('aria-expanded'); if (ariaExpandedValue === 'true') { console.log(ariaExpandedValue); labelElement.setAttribute('aria-expanded', 'false'); } else { labelElement.setAttribute('aria-expanded', 'true'); } }); a31d2a2a360105a0f2d0419847a8ea043aa4bcf1 473 472 2023-08-21T16:36:25Z TimorSol 2 javascript text/javascript // Wait for the document to be fully loaded $(document).ready(function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); // Check if the label element exists if (labelElement) { // Set aria-expanded to 'false' by default labelElement.setAttribute('aria-expanded', 'false'); } }); fac2d3996c81014de2ee6ee6e22c9474d87b9394 474 473 2023-08-21T16:37:17Z TimorSol 2 javascript text/javascript // Wait for the document to be fully loaded $(document).ready(function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); console.log(labelElement, "1") // Check if the label element exists if (labelElement) { // Set aria-expanded to 'false' by default labelElement.setAttribute('aria-expanded', 'false'); console.log(labelElement, "2") } }); 71742a48c6c57a997928da0ecee6f02e6ff7286e 475 474 2023-08-21T16:38:19Z TimorSol 2 javascript text/javascript (function () { var labelElement = document.getElementById('mw-sidebar-button'); console.log(labelElement, "1") if (labelElement) { labelElement.setAttribute('aria-expanded', 'false'); console.log(labelElement, "2") } }); 58b21b1467852d0191f84ce4d2b1770bc1595e59 476 475 2023-08-21T16:38:51Z TimorSol 2 javascript text/javascript $(document).ready(function () { var labelElement = document.getElementById('mw-sidebar-button'); console.log(labelElement, "1"); if (labelElement) { labelElement.setAttribute('aria-expanded', 'false'); console.log(labelElement, "2"); } }); d42d36f5eb51d8de9522eba26a28af3d07bfa294 477 476 2023-08-21T16:45:36Z TimorSol 2 javascript text/javascript // Wait for the document to be fully loaded document.addEventListener('DOMContentLoaded', function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); // Set the aria-expanded attribute to false labelElement.setAttribute('aria-expanded', 'false'); }); eaab56212212403cb5eaf6eb372a9c68a0d534d2 478 477 2023-08-21T16:46:47Z TimorSol 2 javascript text/javascript // Wait for the document to be fully loaded document.addEventListener('DOMContentLoaded', function () { // Find the label element by its ID var labelElement = document.getElementById('mw-sidebar-button'); concole.log(labelElement) // Set the aria-expanded attribute to false labelElement.setAttribute('aria-expanded', 'false'); }); ecebe8ce35207b4bd654634acff64f58fb0a9ff8 Grasping Hand 0 225 479 2023-08-21T16:57:52Z TimorSol 2 Created page with "The site is sitting at the edge of a dense forest, blending in a rocky outcropping among the trees. From afar it looks like 5 irregular pillars. The middle pillar is around 25 feet long. The columns have crooked shapes, making them look like enormous fingers. [[Category: Locations]]" wikitext text/x-wiki The site is sitting at the edge of a dense forest, blending in a rocky outcropping among the trees. From afar it looks like 5 irregular pillars. The middle pillar is around 25 feet long. The columns have crooked shapes, making them look like enormous fingers. [[Category: Locations]] 416e3f9ec9b7384e52da17a934feb976c47a88aa Light Beacon 0 226 480 2023-08-21T18:03:43Z TimorSol 2 Created page with "A small, intricately carved stone obelisk standing in the middle of the stream. Despite its modest size, the obelisk is a true work of art, with intricate patterns and symbols etched into its surface. The designs seem to pulse with a faint, ethereal light, giving the obelisk an otherworldly appearance. It is assumed it's one of the Light Beacons that were used for navigation purposes. [[Category: Locations]]" wikitext text/x-wiki A small, intricately carved stone obelisk standing in the middle of the stream. Despite its modest size, the obelisk is a true work of art, with intricate patterns and symbols etched into its surface. The designs seem to pulse with a faint, ethereal light, giving the obelisk an otherworldly appearance. It is assumed it's one of the Light Beacons that were used for navigation purposes. [[Category: Locations]] 90494727f281048f29d35804900ebccee393b9d4 Warning Sign 0 227 481 2023-08-21T18:05:44Z TimorSol 2 Created page with "The sign stands tall at the edge of the grassland, its ominous message clear for all to see even from a distance. It is made of blackened wood, inscribed with golden letters that seem to glow in the dim light. The letters are large and bold, easily visible from half a mile away thanks to the intricate magical runes etched into the wood. These runes amplify the power of the sign, making it visible even from a great distance. The words are striking: "Those of you of ill in..." wikitext text/x-wiki The sign stands tall at the edge of the grassland, its ominous message clear for all to see even from a distance. It is made of blackened wood, inscribed with golden letters that seem to glow in the dim light. The letters are large and bold, easily visible from half a mile away thanks to the intricate magical runes etched into the wood. These runes amplify the power of the sign, making it visible even from a great distance. The words are striking: "Those of you of ill intent shall know, that by entering this forest you sign your soul to the devils." The sign is mounted on a sturdy pole, planted deep in the ground, and it seems to exude an aura of power. [[Category: Locations]] 2848411aa0275a1a288170613b0c6875628d189b Fey Guardpost 0 228 482 2023-08-21T18:06:53Z TimorSol 2 Created page with "A camp in the woods that is guarded by Satyrs and Sprites. [[Category: Locations]]" wikitext text/x-wiki A camp in the woods that is guarded by Satyrs and Sprites. [[Category: Locations]] e0119fbb6d6619e4d6176a533ab4596c7cf6e157 Fey Grotto 0 229 483 2023-08-21T18:11:27Z TimorSol 2 Created page with "The Enchanted Grotto is a hidden cave nestled within a rugged outcropping on the island's coastline. It is a place of profound beauty and wonder, surrounded by lush, evergreen forests that only add to its natural splendor. The cave is accessible only by a winding path that snakes its way up from the sandy beach below. As one enters the grotto, they are enveloped by a cool, damp atmosphere that is both refreshing and invigorating. The sound of dripping water echoes throu..." wikitext text/x-wiki The Enchanted Grotto is a hidden cave nestled within a rugged outcropping on the island's coastline. It is a place of profound beauty and wonder, surrounded by lush, evergreen forests that only add to its natural splendor. The cave is accessible only by a winding path that snakes its way up from the sandy beach below. As one enters the grotto, they are enveloped by a cool, damp atmosphere that is both refreshing and invigorating. The sound of dripping water echoes throughout the cave, creating a soothing and tranquil ambiance. The air is rich with the scent of minerals and magic, as if the very essence of the earth is alive and vibrant here. Once the lair of a fearsome Sea Fury monster, the grotto has been transformed into a haven for fey creatures when the forest dryads led a successful attack against the Sea Fury’s position. The pools of crystal-clear water shimmer in the soft light, reflecting the colors of the many gemstones that adorn the walls and ceiling. The grotto is a source of great power, and many fey creatures come here to draw on its energy. It is said that the waters of the grotto possess the ability to heal, and that the stones contain magical properties that can enhance one's abilities. The fey who call this place home are protective of it, and will fiercely defend it against any who seek to do it harm. Post-corruption The crystal formations have lost their luster, and the water has become murky and stagnant. The once-beautiful flora now appears sickly and withered, and the air is heavy with a foreboding sense of dread. Fey creatures that once resided here are shadows of their former self, while most fey creatures have fled. However, some still remain, wary and skittish, trying to fight off the corruption that is slowly taking over their beloved home, originating from the Grotto. The Grotto has been temporarily sealed off by a group of adventurers. [[Category: Locations]] f2e3a35dcfa5c8e1ab1e210cdb0fe27c4e99d51e Former Gnoll Camp 0 230 484 2023-08-21T18:14:14Z TimorSol 2 Created page with "For some time now, the camp stands empty, as all gnolls left the mountain range and live now in [[The Foresters Camp]]. Deep within the cold steppe, nestled beneath the towering mountains, lies a hidden gnoll encampment. The camp is cleverly concealed amidst the harsh landscape, providing the gnolls with a strategic advantage against potential threats. The gnolls have adapted to the frigid environment, utilizing their innate resilience and cunning to thrive in this hos..." wikitext text/x-wiki For some time now, the camp stands empty, as all gnolls left the mountain range and live now in [[The Foresters Camp]]. Deep within the cold steppe, nestled beneath the towering mountains, lies a hidden gnoll encampment. The camp is cleverly concealed amidst the harsh landscape, providing the gnolls with a strategic advantage against potential threats. The gnolls have adapted to the frigid environment, utilizing their innate resilience and cunning to thrive in this hostile realm. They have crafted their encampment to withstand the biting cold and treacherous conditions, ensuring their survival amidst the unforgiving cold steppe. Camp Layout: The encampment is comprised of a series of low, weathered stone structures constructed from the surrounding rocks and icy earth. These structures blend seamlessly with the natural landscape, making them difficult to detect for unsuspecting intruders. The gnolls have cleverly designed the camp in a circular formation, with a central meeting area surrounded by interconnected dens and shelters. [[Category: Locations]] bc0125f1961f518c66e5d905682f027960918d0a Flaming Chasm 0 231 485 2023-08-21T18:16:07Z TimorSol 2 Created page with "Deep within the desolate wilderness, the desiccated landscape gives way to a mesmerizing sight—a flaming chasm that stretches wide, its fiery depths concealed by the jagged tear in the earth's crust. As you approach, a wave of heat washes over you, causing the air to crackle with an otherworldly energy. The tongues of crimson and orange flames dance along the edges of the abyss, casting flickering shadows that dance upon the rocky walls. The air is heavy with the acri..." wikitext text/x-wiki Deep within the desolate wilderness, the desiccated landscape gives way to a mesmerizing sight—a flaming chasm that stretches wide, its fiery depths concealed by the jagged tear in the earth's crust. As you approach, a wave of heat washes over you, causing the air to crackle with an otherworldly energy. The tongues of crimson and orange flames dance along the edges of the abyss, casting flickering shadows that dance upon the rocky walls. The air is heavy with the acrid scent of sulfur, assaulting your senses and permeating the surroundings. The ground beneath your feet trembles, as if echoing the raw power and volatile forces that lie beneath the surface. Wisps of smoke rise from the crevices, twisting and writhing like ethereal spirits, as if whispering secrets of ancient times. The flaming chasm itself is a portal to a realm of relentless heat and searing energy. Magma flows beneath the cracked earth, its molten depths bubbling and roiling with an untamed fury. Eruptions of searing flames intermittently burst forth, reaching towards the sky before dissipating into wisps of heat and ash. The Chasm is home to Bearded Devils and frog-like devils. [[Category: Locations]] 2eb9259eed5cb20bdfd52f0e77bb31964cc545b5 Brynjar Vellanos (Magic Weapons) 0 232 486 2023-08-22T12:57:40Z TimorSol 2 Created page with "Brynjar, a flamboyant Draconblood blacksmith and enchanter is the eccentric proprietor of "The Blaze." Their shop, bathed in perpetual firelight, is a veritable playground of enchantments and weaponry. Brynjar has vibrant emerald scales that glitter like gemstones, he stands tall with a flair, donning an ever-changing array of flashy outfits. His eyes are full of creativity, and his clawed hands, adorned with glistening rings and magical baubles, craft weapons that are b..." wikitext text/x-wiki Brynjar, a flamboyant Draconblood blacksmith and enchanter is the eccentric proprietor of "The Blaze." Their shop, bathed in perpetual firelight, is a veritable playground of enchantments and weaponry. Brynjar has vibrant emerald scales that glitter like gemstones, he stands tall with a flair, donning an ever-changing array of flashy outfits. His eyes are full of creativity, and his clawed hands, adorned with glistening rings and magical baubles, craft weapons that are both works of art and instruments of devastation. [[Category: Proto NPC]] 23f816115db88a020e9150e7a0755864e7a0ae43 Lyra Etherheart (Magic Armor) 0 233 487 2023-08-22T13:00:21Z TimorSol 2 Created page with "Lyra is the enigmatic armorsmith and leatherworker behind the boutique, "Dreams of Steel and Leather." Her workshop is a realm of ethereal designs, which can be seen clearly in the interior. Lyra, with a calm presence, has a penchant for crafting armor that seems to meld with the her very soul. Her creations bear ornate motifs that mirror her dreamscapes, and adventurers who don her armor often find themselves with a heightened sense of intuition and serenity on their qu..." wikitext text/x-wiki Lyra is the enigmatic armorsmith and leatherworker behind the boutique, "Dreams of Steel and Leather." Her workshop is a realm of ethereal designs, which can be seen clearly in the interior. Lyra, with a calm presence, has a penchant for crafting armor that seems to meld with the her very soul. Her creations bear ornate motifs that mirror her dreamscapes, and adventurers who don her armor often find themselves with a heightened sense of intuition and serenity on their quests. [[Category: Proto NPC]] f42f3e234a5e2b39c40a1ad2be892ac6fc1349d1 Chirrup "Rustwrench" Whistlebeak (Magic Gear) 0 234 488 2023-08-22T13:02:41Z TimorSol 2 Created page with "Chirrup, a resourceful kenku, is the heart and soul of "Gadgetry and Giggles in the Gusts". His shop is an eclectic treasure trove of adventuring gear that often defies convention. Rusty, with a quick and cheeky demeanor, hops around his shop with boundless energy, his feathers ruffled with excitement. He communicates in a playful mixture of mimicry and inventive hand signals, which often leaves customers both amused and intrigued. His shop is filled with items that incl..." wikitext text/x-wiki Chirrup, a resourceful kenku, is the heart and soul of "Gadgetry and Giggles in the Gusts". His shop is an eclectic treasure trove of adventuring gear that often defies convention. Rusty, with a quick and cheeky demeanor, hops around his shop with boundless energy, his feathers ruffled with excitement. He communicates in a playful mixture of mimicry and inventive hand signals, which often leaves customers both amused and intrigued. His shop is filled with items that include enchanted feathered capes, chatterbox translator amulets, and trinkets that bring a touch of whimsy to every adventurer's quest. [[Category: Proto NPC]] 83936798f461c3ad0ce8ecba59c92ca11d4a07fc Lorekeeper Maeve Bookweaver (arcana) 0 235 489 2023-08-22T13:22:45Z TimorSol 2 Created page with "Lorekeeper for the Arcana Pansophical: Physical Description: Maeve Bookweaver is an elven woman with alabaster skin, her raven-black hair cascading down her back like a silken waterfall. Her striking sapphire eyes, framed by delicate arched brows, seem to shimmer with an inner arcane light. Maeve's attire consists of flowing cobalt-blue robes adorned with intricate arcane symbols, each glowing faintly, and a constellation of celestial tattoos tracing her arms. Quirk/In..." wikitext text/x-wiki Lorekeeper for the Arcana Pansophical: Physical Description: Maeve Bookweaver is an elven woman with alabaster skin, her raven-black hair cascading down her back like a silken waterfall. Her striking sapphire eyes, framed by delicate arched brows, seem to shimmer with an inner arcane light. Maeve's attire consists of flowing cobalt-blue robes adorned with intricate arcane symbols, each glowing faintly, and a constellation of celestial tattoos tracing her arms. Quirk/Interesting Trait: Maeve possesses the unique ability to speak in riddles, often weaving her words into cryptic puzzles that serve as both conversation and intellectual exercise. She has a penchant for creating intricate magical illusions to demonstrate her points, making every interaction with her a visually captivating experience. Expertise Description: As a dedicated member of the Arcana Pansophical, Maeve is an expert in the fields of arcane theory, planar studies, and the mystical arts. Her knowledge extends to unraveling the secrets of magical sigils, ancient spells, and the hidden connections between the planes of existence. Maeve's research has unearthed long-forgotten arcane rituals and contributed to the understanding of the cosmic forces that shape the world. [[Category: Proto NPC]] 2c38b044d56a01e776f7a53c323c2b703d8be303 490 489 2023-08-22T13:25:56Z TimorSol 2 wikitext text/x-wiki Lorekeeper for the Arcana Pansophical: Maeve Bookweaver is an elven woman with alabaster skin, her raven-black hair cascading down her back like a silken waterfall. Her striking sapphire eyes, framed by delicate arched brows, seem to shimmer with an inner arcane light. Maeve's attire consists of flowing cobalt-blue robes adorned with intricate arcane symbols, each glowing faintly, and a constellation of celestial tattoos tracing her arms. Maeve possesses the unique ability to speak in riddles, often weaving her words into cryptic puzzles that serve as both conversation and intellectual exercise. She has a penchant for creating intricate magical illusions to demonstrate her points, making every interaction with her a visually captivating experience. As a dedicated member of the Arcana Pansophical, Maeve is an expert in the fields of arcane theory, planar studies, and the mystical arts. Her knowledge extends to unraveling the secrets of magical sigils, ancient spells, and the hidden connections between the planes of existence. Maeve's research has unearthed long-forgotten arcane rituals and contributed to the understanding of the cosmic forces that shape the world. [[Category: Proto NPC]] 8b3781777eefaee2847fe2d166f54d2649eb9916 Lorekeeper Ivoryn Stillsong (history/religion) 0 236 491 2023-08-22T13:27:14Z TimorSol 2 Created page with "Lorekeeper for the Cobalt Soul: Ivoryn Stillsong, a human male, adorned in the traditional cobalt-blue robe of the Cobalt Soul, embodies wisdom and dedication. His eyes, a piercing shade of azure, exude an unwavering determination, and his salt-and-pepper hair is neatly tied into a scholar's bun. Ivoryn's robes are embroidered with meticulously recorded excerpts from ancient texts, forming a tapestry of knowledge across his garments. Ivoryn possesses the rare ability t..." wikitext text/x-wiki Lorekeeper for the Cobalt Soul: Ivoryn Stillsong, a human male, adorned in the traditional cobalt-blue robe of the Cobalt Soul, embodies wisdom and dedication. His eyes, a piercing shade of azure, exude an unwavering determination, and his salt-and-pepper hair is neatly tied into a scholar's bun. Ivoryn's robes are embroidered with meticulously recorded excerpts from ancient texts, forming a tapestry of knowledge across his garments. Ivoryn possesses the rare ability to absorb written knowledge through just skimming through a text. By running his fingers across texts or scrolls, he can commit their contents to memory. This unique trait has earned him a reputation as the "Living Library" among the Cobalt Soul members. Ivoryn Stillsong is the foremost expert within the Cobalt Soul when it comes to historical records, genealogies, and the investigation of corruption within organizations. His research has unearthed hidden conspiracies, and his meticulous approach to archiving knowledge has preserved invaluable texts. Ivoryn's quest for truth and justice is a guiding light for the Cobalt Soul's mission. [[Category: Proto NPC]] 2dd810056f466897a24a1fc784021870bf60cd14 Lorekeeper Seraphina Morr (investigation/perception) 0 237 492 2023-08-22T13:32:24Z TimorSol 2 Created page with "Lorekeeper for the Allegiance of Allsight: Seraphina, a graceful aarakocra with feathers of iridescent blue and silver that reflect the colors of the sky at dawn, embodies the celestial essence of the Allegiance of Allsight. Her eyes, like sapphires, seem to hold the infinite expanse of the cosmos within them. Seraphina's attire is a flowing robe adorned with cosmic motifs, and her wings bear intricate patterns that shimmer in the moonlight. Seraphina possesses the unc..." wikitext text/x-wiki Lorekeeper for the Allegiance of Allsight: Seraphina, a graceful aarakocra with feathers of iridescent blue and silver that reflect the colors of the sky at dawn, embodies the celestial essence of the Allegiance of Allsight. Her eyes, like sapphires, seem to hold the infinite expanse of the cosmos within them. Seraphina's attire is a flowing robe adorned with cosmic motifs, and her wings bear intricate patterns that shimmer in the moonlight. Seraphina possesses the uncanny ability to perceive hidden truths and unravel mysteries through the subtlest of clues. Her keen perception extends to the minute details of her surroundings, making her a master of investigation and deduction. She is known for her soft-spoken demeanor, often asking the most thought-provoking questions that lead others to profound insights. As a revered member of the Allegiance of Allsight, Seraphina Skysong specializes in investigations and perception. Her research delves into the secrets of ancient relics, deciphering cryptic symbols, and uncovering hidden motives. Seraphina's insights have unraveled enigmatic puzzles and solved countless mysteries, making her an invaluable asset to the Allegiance's pursuit of knowledge and enlightenment. [[Category: Proto NPC]] 71fc5e12b13d6880013c44b36ef0e90c696532d1 Lorekeeper Ignatius Cerkonos (medicine/nature) 0 238 493 2023-08-22T13:35:40Z TimorSol 2 Created page with "Lorekeeper for the Ashari: Ignatius, a fire genasi, exudes an aura of warm radiance with his flickering flame-like hair and ember-bright eyes. His skin, the color of polished obsidian, is adorned with fire-themed tattoos that dance and glow with inner warmth. Ignatius's attire consists of earthy-toned robes inspired by the natural world, woven from resilient materials. Ignatius possesses an innate connection to the healing powers of nature and an intimate understanding..." wikitext text/x-wiki Lorekeeper for the Ashari: Ignatius, a fire genasi, exudes an aura of warm radiance with his flickering flame-like hair and ember-bright eyes. His skin, the color of polished obsidian, is adorned with fire-themed tattoos that dance and glow with inner warmth. Ignatius's attire consists of earthy-toned robes inspired by the natural world, woven from resilient materials. Ignatius possesses an innate connection to the healing powers of nature and an intimate understanding of the balance between life and death. He has honed his skills in both nature and medicine, often using his unique fiery touch to mend wounds and soothe ailments. Ignatius is known for his calming presence, which has a soothing effect on those around him, making him a trusted healer among the Ashari. Expertise Description: As a dedicated lorekeeper among the Ashari, Ignatius specializes in the interplay between nature and medicine. His research encompasses the healing properties of plants, the symbiotic relationships of creatures in the wild, and the remedies that can be derived from the natural world. Ignatius's insights have saved countless lives and deepened the connection between the Ashari tribes and the healing forces of the natural world. [[Category: Proto NPC]] 8acf273f3f4b0e146c0255fd78a6cc9072b92520 Falstaff 0 239 494 2023-08-22T16:49:02Z TimorSol 2 Created page with "Falstaff is a Devil, the partner of [[Robin]]. His regular appearance is that of a elder white man with a great white mustache and beard. He lives in the Lighthouse and protects it from demonic incursions. Falstaff has shown great capabilities in charm magic, but he never actually used it to harm any party member. He suggests that he is one of the engineers of the Lighthouse together with Robin. [[Category: NPCs]]" wikitext text/x-wiki Falstaff is a Devil, the partner of [[Robin]]. His regular appearance is that of a elder white man with a great white mustache and beard. He lives in the Lighthouse and protects it from demonic incursions. Falstaff has shown great capabilities in charm magic, but he never actually used it to harm any party member. He suggests that he is one of the engineers of the Lighthouse together with Robin. [[Category: NPCs]] 5b5501a777988d0fc2f49ff0c4dc6903f84ba15f 495 494 2023-08-22T16:49:15Z TimorSol 2 wikitext text/x-wiki Falstaff is a Devil, the partner of [[Robin]]. His regular appearance is that of a elder white man with a great white mustache and beard. He lives in the Lighthouse and protects it from demonic incursions. Falstaff has shown great capabilities in charm magic, but he never actually used it to harm any party member. He suggests that he is one of the engineers of the Lighthouse together with Robin. [[Category: NPC]] 09f4ebd1e665b5204a0a03780407e9ac8807db17 Robin 0 240 496 2023-08-22T16:57:31Z TimorSol 2 Created page with "Robin is a tiny pixie, the wife of [[Falstaff]]. Currently she resides in the Lighthouse, that is supposed to be engineered by the pair. While Falstaff takes care of the security of the tower, Robin is occupied with making all the mechanisms work as they should, using both pixie dust and polymorph alike in the process. According to Falstaff, Robin is millennia old, being the pixie that actually involved in buying the secret of how to make honey from the bees. Catego..." wikitext text/x-wiki Robin is a tiny pixie, the wife of [[Falstaff]]. Currently she resides in the Lighthouse, that is supposed to be engineered by the pair. While Falstaff takes care of the security of the tower, Robin is occupied with making all the mechanisms work as they should, using both pixie dust and polymorph alike in the process. According to Falstaff, Robin is millennia old, being the pixie that actually involved in buying the secret of how to make honey from the bees. [[Category:NPC]] 4d773f4f4bdca821f20c6d4a424281a435353b24 Safe Entry 0 42 497 135 2023-08-22T16:58:20Z TimorSol 2 wikitext text/x-wiki The whole island of Oasis is surrounded by a magical barrier, and there is only one entrance towards it, a "gate" of sorts. The gate is invisible as the dome, and navigating through it is a insanely hard task. A safer way to enter Oasis and [[Proto]] was procured after 3 months of intense exploration. [[Category: Lore]] 7898c64aeb7307429c2f36256d74ac2062b07ce1 Dwarven Falls 0 87 498 430 2023-08-22T17:05:41Z TimorSol 2 wikitext text/x-wiki Named after a couple of dwarves that fell into the river, the Dwarven Falls is a crossing made out of rope and pitons that allow to get to the other side of a river without a major risk. It is situated north of the [[Old Cemetery]]. During the month following the safe recovery of a Fire Core, a bridge was established in this place. Nobody was able to remove the pitons embedded in the stones, so they were used for construction purposes. [[Category:Locations]] 1de4082b4e49aaeff3bbfbd65863f6726ef7b4c9 Flint Flare 0 210 500 447 2023-08-24T17:42:07Z 62.21.26.247 0 wikitext text/x-wiki Flint Flare is a fire genasi that worked at the harbor and is known for his exceptional craftsmanship in ship repair. With flickering flames dancing within his vibrant red hair and a warm glow emanating from his eyes, Flint's affinity for fire is evident. His expertise extends beyond the realm of shipbuilding and repair. He speaks to you with a marquesian accent. Flint has been persuaded by one of the adventurers to work with the Gnolls and teach them how to properly harvest wood in the [[The Foresters Camp]]. [[Category: NPC]] da460a223ebeefdfc8224f4407289bd53f6ad60b Printz Gribbitz 0 219 501 464 2023-08-24T17:42:15Z 62.21.26.247 0 wikitext text/x-wiki Prince Gribbitz, though burdened with a rather unconventional personality, bears the unmistakable appearance of a typical Bullywug. Standing at a mere 3 feet in height, his stout and amphibious form is characterized by bulbous, mottled green skin, adorned with warts of varying sizes. His webbed fingers and toes end in broad, round pads that provide excellent grip and agility in swampy terrain. Two large, expressive eyes dominate his face, their bright yellow irises framed by oversized eyelids. Gribbitz's wide mouth, filled with sharp, needle-like teeth, often stretches into a wide, friendly grin or, at times, a sly and suggestive smirk. Printz Gribbitz claims that he is a cursed prince, and that his only hope for breaking the curse is to find a maiden who will fall in love with him and then share a true love's kiss. In exchange for help, he promises the party that will help him a great reward - riches beyond their wildest dreams. Gribbitz seems to have a particular interest in human and elf girls. [[Category: NPC]] cd9070ca0c4d4c0ece66a91978ec15c548be8123 Vorn 0 209 502 448 2023-08-24T17:42:22Z 62.21.26.247 0 wikitext text/x-wiki Vorn, with age-worn fur and the scars of countless battles etched upon their body, epitomizes the embodiment of sagacity among their kind. Their fur, once a fiery red, has dulled over the years, and their eyes, though fierce, possess a glint of profound knowledge. Standing tall and statuesque, their presence alone demands attention, and their mere growl can quell the most raucous of disputes within the pack. Around their neck, they wear an intricate necklace of bones, each one representing a triumph over a formidable foe or a challenge met with cunning. Even though Vorn is not the youngest, she keeps thinking in a modern way, not shying away from negotiations with humans. Vorn resides in [[The Foresters Camp]], where the pack made their home. [[Category: NPC]] c8ec92a758cfe0fd454fda585d422750f4f8c391 Hill Giant Camp (south) 0 241 503 2023-08-27T11:09:39Z TimorSol 2 Created page with "More information is needed about this location. [[Category: Locations]]" wikitext text/x-wiki More information is needed about this location. [[Category: Locations]] 2ba2dea5853cf2255dac87ec38eabb89f1f4ce4e Lorekeeper Moktus (religion) 0 197 504 375 2023-08-27T17:08:13Z TimorSol 2 wikitext text/x-wiki A loxodon cleric, devoted to the study of religion and history. His broad and sturdy frame is covered in thick grey skin, and he carries himself with a calm and composed demeanor. Moktus is often dressed in long white robes adorned with intricate symbols, he wears a pair of round spectacles on his large trunk-like nose. His knowledge of history and traditions comes from years of studying ancient texts and artifacts. Despite his immense knowledge and devotion, Moktus possesses a childlike sense of wonder and curiosity. Moktus is a polytheist, he believes all gods are the one god and the one god are all gods. [[Category: NPC]][[Category: Proto NPC]] 0a1fae5d8d548cf42d15aad8f8f10188bcc5437b Dire Frost Troll Caves 0 242 505 2023-09-20T22:01:35Z TimorSol 2 Created page with "Description: Far up on the eastern side of the mountain range, at an elevation beyond 5000 feet or so, is a small canyon or valley that has two caves on opposite ends of a depression. Adventurers from Proto stumbled upon these lairs while tracking what turned out to be a Dire Troll (multiple heads & arms - and other body parts too). The two caves were quite dirty and covered in filth and debris from previous occupants, however if cleaned and secured, could become a h..." wikitext text/x-wiki Description: Far up on the eastern side of the mountain range, at an elevation beyond 5000 feet or so, is a small canyon or valley that has two caves on opposite ends of a depression. Adventurers from Proto stumbled upon these lairs while tracking what turned out to be a Dire Troll (multiple heads & arms - and other body parts too). The two caves were quite dirty and covered in filth and debris from previous occupants, however if cleaned and secured, could become a half-decent stopover campsite for those brave enough to venture into the mountaintops. The caves can be found roughly north of the hill giant camp. [[Category: Locations]] 6ad676e86ff9e7efbb919fe0467013cb1cfcda6a Abandoned Camp 0 243 506 2023-10-01T10:56:34Z TimorSol 2 Created page with "An abandoned camp in the forest with several tattered tents and a campfire that has not been lit in a very long time. Inside one tent on a table, a party found a map with nearby locations, some known and unknown. [[Category: Locations]]" wikitext text/x-wiki An abandoned camp in the forest with several tattered tents and a campfire that has not been lit in a very long time. Inside one tent on a table, a party found a map with nearby locations, some known and unknown. [[Category: Locations]] bcbf0d6ad4cd8810c8fbda4c37951d9dd452977b Deep Well 0 244 507 2023-10-01T10:57:07Z TimorSol 2 Created page with "A deep well surrounded by a circle of stones in the plains west of the cold forest. The entrance to the well was blocked by a mound of large rocks. A party destroyed the rocks and released four flaming skulls and a ghul. One of the skulls seemed more powerful and of an eldritch nature. At the bottom of the well was a network of unexplored tunnels and several skeletal remains. Some of the remains were taken back to Proto. Sydri recalled the flaming skulls can reanimate a..." wikitext text/x-wiki A deep well surrounded by a circle of stones in the plains west of the cold forest. The entrance to the well was blocked by a mound of large rocks. A party destroyed the rocks and released four flaming skulls and a ghul. One of the skulls seemed more powerful and of an eldritch nature. At the bottom of the well was a network of unexplored tunnels and several skeletal remains. Some of the remains were taken back to Proto. Sydri recalled the flaming skulls can reanimate after a time and can only be destroyed with holy water, dispel magic, or remove curse. Without any of these options at their disposable, the party left the skulls. Beware. [[Category: Locations]] 53f78869c650d4326f3bcbe3e9f986b4f7c20fdd Main Page 0 1 508 414 2023-10-01T18:13:37Z TimorSol 2 wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == [[File:Oasis Artistic Map.jpg|200px|thumb|right]] Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [https://discord.com/invite/Cj47Qgs Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND 5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Expedition Reports (5E)]] === PF2E === For Pathfinder players, they can find the players guide [https://scribe.pf2.tools/v/hXF6WqFo-oasis-player-guide here] and the primer [https://scribe.pf2.tools/v/3z2dt2W2-oasis-primer here] ===== Quick Links ===== - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. b6f0217ec46535ff2604c9fbabd7cf5faa86de1e 509 508 2023-10-08T19:44:44Z TimorSol 2 /* Quick Links */ wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == [[File:Oasis Artistic Map.jpg|200px|thumb|right]] Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [https://discord.com/invite/Cj47Qgs Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND 5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Locations]] - [[:Category:NPCs]] === PF2E === For Pathfinder players, they can find the players guide [https://scribe.pf2.tools/v/hXF6WqFo-oasis-player-guide here] and the primer [https://scribe.pf2.tools/v/3z2dt2W2-oasis-primer here] ===== Quick Links ===== - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. fdd604ba636e77d28e3a25810b95d0370812d4cd 510 509 2023-10-08T19:45:02Z TimorSol 2 /* Quick Links */ wikitext text/x-wiki __NOTOC__ == Welcome to {{SITENAME}}! == [[File:Oasis Artistic Map.jpg|200px|thumb|right]] Hi there! If you wandered here by accident, this is a wiki that gathers information about '''The Oasis Campaign''' - A west marches game that happens in the world of Exandria. You can find the game in the [https://discord.com/invite/Cj47Qgs Exandria Discord]. You'll find the signup post there. The Wiki is community-run and is intended to help characters new and old alike in navigating through the intricacies of Oasis lore and discoveries. === DND 5E === All the basic information about 5e character creation, rules, philosophy, and others can be found in the [https://drive.google.com/drive/folders/1FwzNR6AbW37HduFXg1DdeDASOLds1Te8?usp=share_link Oasis Folder]. This Primer document will be updated along the way to fit the needs of both players and GMs alike. <br> ===== Quick Links ===== - [[:Category:Locations]]<br> - [[:Category:NPC]] === PF2E === For Pathfinder players, they can find the players guide [https://scribe.pf2.tools/v/hXF6WqFo-oasis-player-guide here] and the primer [https://scribe.pf2.tools/v/3z2dt2W2-oasis-primer here] ===== Quick Links ===== - [[:Category:Expedition Reports (PF2E)]] <hr /> ==== Searching for something? ==== * Check out [[Special:AllPages| all the pages]] that are already made * Browse the [[Special:Categories|categories]] * Follow up on the [[:Category:Expedition Reports‏‎|expedition reports]] that previous parties have written You can also try using the search bar above to find what you need. Alternatively, you can use the sidebar links as in any other wiki. 3105e264c9ad41246e4f34b20385409c6d97d203 Treebeard Site 0 245 511 2023-10-08T19:59:17Z TimorSol 2 Created page with "Initially the place hosted a strange site: a suspended suit of armor, the once-shiny metal has rusted and covered in a thick layer of moss and vines. The armor seemed to be a remnants of a forgotten battle, long some to time. The trees surrounding the suit of armor mostly are ancient and tall here, their branches reaching up towards the sky, creating a canopy that blocks out most of the sunlight. The facemask of the armor barely visible, covered in a thick tangle of vine..." wikitext text/x-wiki Initially the place hosted a strange site: a suspended suit of armor, the once-shiny metal has rusted and covered in a thick layer of moss and vines. The armor seemed to be a remnants of a forgotten battle, long some to time. The trees surrounding the suit of armor mostly are ancient and tall here, their branches reaching up towards the sky, creating a canopy that blocks out most of the sunlight. The facemask of the armor barely visible, covered in a thick tangle of vines and leaves, and small branches sprout from the joints and gaps in the armor. Surrounding the armor was a cloth that constantly moved, even without much wind around.The flapping fabric proved to be the Cloak of Billowing - which the creature took a child-like joy in using almost constantly. [[Category: Locations]] 39af1d0244de46b4be73a21cf19e9a51899c8522 Hangman's Tree 0 246 512 2023-10-08T20:15:02Z TimorSol 2 Created page with "At first glance, the tree appears like an ordinary willow tree, with a thick trunk and long, leafy vines and tendrils that dangle from its branches. However, a closer inspection reveals a terrifying sight - above its trunk lies a gaping maw lined with rows of sharp teeth that look like carved wooden tusks. The tree's tendrils are garotte-like, and it uses them to ensnare unsuspecting prey.The hangman tree is a sinister and predatory tree that derives its name from the wa..." wikitext text/x-wiki At first glance, the tree appears like an ordinary willow tree, with a thick trunk and long, leafy vines and tendrils that dangle from its branches. However, a closer inspection reveals a terrifying sight - above its trunk lies a gaping maw lined with rows of sharp teeth that look like carved wooden tusks. The tree's tendrils are garotte-like, and it uses them to ensnare unsuspecting prey.The hangman tree is a sinister and predatory tree that derives its name from the way it ensnares and consumes its prey. It waits for its prey to wander beneath its vines before releasing its poisonous spores, which weaken those that inhale them. Once weakened, the tree uses its tendrils to snatch its victim, wrapping around their neck like a tightening noose. The target is then reeled upwards by the hangman tree and deposited into its mouth, where it is eaten whole. The tree's prey is usually dead from asphyxiation by the time it reaches the tree's mouth. The tree was destroyed by a party. Currently the thing that can be found here is a hollowed out tree stump, 20 feet wide, with numerous scorch marks, surrounded by broken pieces of metal and other worthless items. [[Category: Locations]] 7249ad3928489cc73986c13e6709f924a56e12d0 Cockatrice Nest 0 247 513 2023-10-08T20:23:05Z TimorSol 2 Created page with "At the base of the outcropping, a tangle of thorny vines spilled out and over the rocks, forming a tangled mess of thorns and brambles. Faint rustling coming from within the thicket were heard, punctuated by occasional hissing and clucking sounds. Vines were draped with the petrified remains of small animals, their twisted and contorted forms frozen in stone. The air was thick with the stench of rotting flesh and sulfur. The cockatrice nest has been purged of all mons..." wikitext text/x-wiki At the base of the outcropping, a tangle of thorny vines spilled out and over the rocks, forming a tangled mess of thorns and brambles. Faint rustling coming from within the thicket were heard, punctuated by occasional hissing and clucking sounds. Vines were draped with the petrified remains of small animals, their twisted and contorted forms frozen in stone. The air was thick with the stench of rotting flesh and sulfur. The cockatrice nest has been purged of all monsters living there, but a large amount of petrified elements still remain there, as do the nests themselves. [[Category: Locations]] d5820c748e3a4d12661b0f0a30c3b94fd1edcf8b 514 513 2023-10-08T20:27:42Z TimorSol 2 wikitext text/x-wiki At the base of the outcropping, a tangle of thorny vines spilled out and over the rocks, forming a tangled mess of thorns and brambles. Faint rustling coming from within the thicket were heard, punctuated by occasional hissing and clucking sounds. Vines were draped with the petrified remains of small animals, their twisted and contorted forms frozen in stone. The air was thick with the stench of rotting flesh and sulfur. The cockatrice nest has been purged of all monsters living there, but a large amount of petrified elements still remain there. The nests were also left intact. [[Category: Locations]] c66602a71b2781c1d705908aa8031bd1c1408f7f Godlusersio 0 248 515 2023-10-08T20:50:06Z TimorSol 2 Created page with "Godlusersio is a grotesque and formidable creature, resembling an enormous, floating orb covered in pale, veiny flesh. It's studded with eye stalks that writhe and lash out menacingly up to 20 feet, but can also be contracted. In the middle of it there's a bloodshot iris, and a malevolent hunger for life emanates from within. It hangs ominously in the air, tentacles dangling like morbid tendrils ready to seize prey. He possesses a personality that is as twisted and mal..." wikitext text/x-wiki Godlusersio is a grotesque and formidable creature, resembling an enormous, floating orb covered in pale, veiny flesh. It's studded with eye stalks that writhe and lash out menacingly up to 20 feet, but can also be contracted. In the middle of it there's a bloodshot iris, and a malevolent hunger for life emanates from within. It hangs ominously in the air, tentacles dangling like morbid tendrils ready to seize prey. He possesses a personality that is as twisted and malevolent as its physical form. Driven by an insatiable hunger for blood of other beings, he is relentless, cunning, and if needed - patient. He communicates in a language unknown for any adventurer that met him. Despite its monstrous appearance, Godlusersio displays a twisted form of intelligence, capable of devising cunning traps and tactics to lure prey - he spent most of his life in a abandoned building atop one of the [[Floating Rocks]], eating Stirges that he most probably dreamt into existence. His blood is electrical, and he uses blood to create electrical currents that heal him when needed, attaching his mouth-tentacles to prey. Godlusersio was convinced by a party to join hover down to Oasis ground-levels, in hopes of drinking Giant-blood. He ascended, purging the Stirge nests in the Floating rocks on the way down. He was then taken to the [[House of Cards]] and left for some time. In this time he murdered all animals that were found in a 3 mile radius and gathered their bodies inside the HoC. A party took Godlusersio to the [[Mountain Range]], where he attracted the attention of a Roc. After some aerial combat, he defeated the beast and became even more hungry for blood of powerful creatures. Another party took him into the mountains again in the hopes of tricking him to fight alone with a band Giants. This did not happen, as Godlusersio drew the giants into the adventurers hiding spot and forced them to take part in the battle. Satiated with Giant-blood, Godlusersio visibly bloated with blood decided to return to the House of Cards. [[Category: NPC]][[Category: Monster]] 69cd1eff79074074316330f0066d93fdc145ebcb 516 515 2023-10-08T20:50:19Z TimorSol 2 wikitext text/x-wiki Godlusersio is a grotesque and formidable creature, resembling an enormous, floating orb covered in pale, veiny flesh. It's studded with eye stalks that writhe and lash out menacingly up to 20 feet, but can also be contracted. In the middle of it there's a bloodshot iris, and a malevolent hunger for life emanates from within. It hangs ominously in the air, tentacles dangling like morbid tendrils ready to seize prey. He possesses a personality that is as twisted and malevolent as its physical form. Driven by an insatiable hunger for blood of other beings, he is relentless, cunning, and if needed - patient. He communicates in a language unknown for any adventurer that met him. Despite its monstrous appearance, Godlusersio displays a twisted form of intelligence, capable of devising cunning traps and tactics to lure prey - he spent most of his life in a abandoned building atop one of the [[Floating Rocks]], eating Stirges that he most probably dreamt into existence. His blood is electrical, and he uses blood to create electrical currents that heal him when needed, attaching his mouth-tentacles to prey. Godlusersio was convinced by a party to join hover down to Oasis ground-levels, in hopes of drinking Giant-blood. He ascended, purging the Stirge nests in the Floating rocks on the way down. He was then taken to the [[House of Cards]] and left for some time. In this time he murdered all animals that were found in a 3 mile radius and gathered their bodies inside the HoC. A party took Godlusersio to the [[Mountain Range]], where he attracted the attention of a Roc. After some aerial combat, he defeated the beast and became even more hungry for blood of powerful creatures. Another party took him into the mountains again in the hopes of tricking him to fight alone with a band Giants. This did not happen, as Godlusersio drew the giants into the adventurers hiding spot and forced them to take part in the battle. Satiated with Giant-blood, Godlusersio visibly bloated with blood decided to return to the House of Cards. [[Category: NPC]][[Category: Monsters]] dc0c496f2b6e6a3b38f0f749b7ee31910631c87a Shrouded Temple 0 249 517 2023-10-16T19:12:55Z TimorSol 2 Created page with "On the north side of the mountains, in a wasted cold plains, lies an impressive ruined temple. On windy days, when one can barely hear themselves think, the whipping of the sails and their colorful fluttering makes a dramatic sight on the horizon. The roof has collapsed, but many of the walls still reach impressive heights of 20ft or more. A large door still stands on the western side of the ruin. A large death giant named Nyx currently calls this temple her own, collect..." wikitext text/x-wiki On the north side of the mountains, in a wasted cold plains, lies an impressive ruined temple. On windy days, when one can barely hear themselves think, the whipping of the sails and their colorful fluttering makes a dramatic sight on the horizon. The roof has collapsed, but many of the walls still reach impressive heights of 20ft or more. A large door still stands on the western side of the ruin. A large death giant named Nyx currently calls this temple her own, collecting souls and skulls, out of sight of the Raven Queen Note by: Shant [[category:Locations]] c7a6e1ebb56004420f0aa483c86c0e0df7310ec7 Yuan-Ti Village Ruins 0 250 518 2023-10-17T14:10:28Z TimorSol 2 Created page with "Following the most southern tributary of the [[Serpentyne]], in a westerly direction towards its source, you will reach the ruins of an ancient settlement. The path inclines through a shallow ravine with many rocky outcrops, but the water is not especially deep. The sides of the ravine become far steeper once you reach the ruins, with the surrounding cliffs being up to fifty feet in height. The river is much shallower here, flowing between the ruined buildings which sta..." wikitext text/x-wiki Following the most southern tributary of the [[Serpentyne]], in a westerly direction towards its source, you will reach the ruins of an ancient settlement. The path inclines through a shallow ravine with many rocky outcrops, but the water is not especially deep. The sides of the ravine become far steeper once you reach the ruins, with the surrounding cliffs being up to fifty feet in height. The river is much shallower here, flowing between the ruined buildings which stand up to thirty feet tall. Despite the state of disrepair some buildings still have roofs, and there are many sturdy walls still standing. Large statues, some in the process of being altered, others damaged by invaders, are seen in amongst the dense jungle growth. A large path is paved, leading to the cliff face in the north. There is a path leading further into the settlement, via a narrow gorge, there is also a far more difficult path that can avoid this. At the heart of the settlement is a large building in an elevated position, A path winds around and up, leading to it. There is water flowing beneath it, through a very small channel. The building itself is mostly intact but not entirely, access is granted via a damaged wall, and signs of further ruin can be seen inside. There are several rooms and passageways in use, with some areas partially obscured by rubble. The settlement was previously inhabited by the Yuan-Ti, who were updating the many statues to their own likeness, but it was recently attacked by the Tlincalli. This attack was both successful, and ruthless, with hostages slaughtered and the Yuan-Ti forced to flee. Initial reports believe the incursion to be temporary. [[Category: Locations]] c1ac7239c40f1929f729c3f7369e2920008cfd98 Serpentyne 0 251 519 2023-10-17T14:11:01Z TimorSol 2 Created page with "One of the longest rivers discovered so far, it is located in the far south, beginning as two tributaries combine as they exit the foot hills - South-West of Crystal Trees. It flows south, east of Vec’s Vault, and goes on to divide the desert from the grasslands as it flows in a mostly south-easterly direction. Another tributary joins near its midpoint, from the west, and near the jungles a final tributary joins, also from the west. Between the final two tributaries, b..." wikitext text/x-wiki One of the longest rivers discovered so far, it is located in the far south, beginning as two tributaries combine as they exit the foot hills - South-West of Crystal Trees. It flows south, east of Vec’s Vault, and goes on to divide the desert from the grasslands as it flows in a mostly south-easterly direction. Another tributary joins near its midpoint, from the west, and near the jungles a final tributary joins, also from the west. Between the final two tributaries, but on the eastern riverbank, is the former location of the Hangman’s Tree. The mouth of the river is to the west of Stone Head. [[Category: Locations]] 77eb59d1d39fe0b7ee1f66e86a29f0f800804228 Gulper's Cave 0 252 520 2023-10-20T22:13:08Z TimorSol 2 Created page with "At high tide, a dangerous behemoth known as a "Gulper" emerges from his cave to eat whatever it can find. Prey. Sharks. Dinos. The entrance can be seen from the water, but not from land. The entrance to the cave is surrounded by lush corals, water plants, and abundant ocean life. The size and shape of the cave are still unknown, but the location (as pointed out by Turnip Seasocks) is fairly reliable. [[Category: Locations]]" wikitext text/x-wiki At high tide, a dangerous behemoth known as a "Gulper" emerges from his cave to eat whatever it can find. Prey. Sharks. Dinos. The entrance can be seen from the water, but not from land. The entrance to the cave is surrounded by lush corals, water plants, and abundant ocean life. The size and shape of the cave are still unknown, but the location (as pointed out by Turnip Seasocks) is fairly reliable. [[Category: Locations]] fcf884fac196e4bbae8d23b80ba762ca3e7a4572 Pale Pirate Camp 0 253 521 2023-10-26T20:22:14Z TimorSol 2 Created page with "Old ruins that have been reinforced by the wreckage of a ship, this fort is now the base of operations for [[Captain Fulmini]]’s [[Pale Pirate Crew]]. There is a large archway to enter the ruins, and a building sits in the middle where the crew resides. There is also a really deep well on the property. The Pale Pirate Crew, of at least nine members, is searching for their missing leader, Captain Fulmini. Their ship got destroyed and washed up on shore. It is a motley..." wikitext text/x-wiki Old ruins that have been reinforced by the wreckage of a ship, this fort is now the base of operations for [[Captain Fulmini]]’s [[Pale Pirate Crew]]. There is a large archway to enter the ruins, and a building sits in the middle where the crew resides. There is also a really deep well on the property. The Pale Pirate Crew, of at least nine members, is searching for their missing leader, Captain Fulmini. Their ship got destroyed and washed up on shore. It is a motley crew of different races, but they are all very pale. They tend to hunt at night and have alcohol on hand. One expedition party member, Dante, allowed Edith “Bird Eye” Rylan to enter his dreams to share her memory of the shipwreck to find a lead on the missing captain. To facilitate going to sleep, Leland “Salty Dog” Beverly offered to drain some of Dante’s energy, but he declined and waited until he fell asleep naturally. [[Category: Locations]] 55dfaacc2c65bb97ed6f576c1ba10fbd5b4ebca2 Pale Pirate Crew 0 254 522 2023-10-26T20:23:01Z TimorSol 2 Created page with " The Pale Pirate Crew reisdes in the [[Pale Pirate Camp]]: Captain Fulmini (Missing) Cherry “Ghostly” Gnash Dell “The Bruise” Digby Edith “Bird Eye” Rylan Gordon “Plankton” Zain Leland “Salty Dog’ Beverly Lothar “Speechless” Winmore Susan “Dubloon” Seth Tillie “Harpy” Blade Vane “Mad Eye” Riley [[Category: NPC]]" wikitext text/x-wiki The Pale Pirate Crew reisdes in the [[Pale Pirate Camp]]: Captain Fulmini (Missing) Cherry “Ghostly” Gnash Dell “The Bruise” Digby Edith “Bird Eye” Rylan Gordon “Plankton” Zain Leland “Salty Dog’ Beverly Lothar “Speechless” Winmore Susan “Dubloon” Seth Tillie “Harpy” Blade Vane “Mad Eye” Riley [[Category: NPC]] e2d8569a260f64d453c21c07924181e74d1bedae 523 522 2023-10-26T20:23:12Z TimorSol 2 wikitext text/x-wiki The Pale Pirate Crew reisdes in the [[Pale Pirate Camp]]: * Captain Fulmini (Missing) * Cherry “Ghostly” Gnash * Dell “The Bruise” Digby * Edith “Bird Eye” Rylan * Gordon “Plankton” Zain * Leland “Salty Dog’ Beverly * Lothar “Speechless” Winmore * Susan “Dubloon” Seth * Tillie “Harpy” Blade * Vane “Mad Eye” Riley [[Category: NPC]] 8a5815e680a858e7a2e7ca39e6b30083e5c4c500 Captain Fulmini 0 255 524 2023-10-26T20:23:44Z TimorSol 2 Created page with "Fulmini is the missing captain of the pirates stranded in the [[Pale Pirate Camp]]. [[Category: NPC]]" wikitext text/x-wiki Fulmini is the missing captain of the pirates stranded in the [[Pale Pirate Camp]]. [[Category: NPC]] d8b3a66d82c27e03e703c7c531fbb5689ea9c8a0 Tar Pit Ruin 0 256 525 2023-10-28T15:00:00Z TimorSol 2 Created page with "Not far from the western coast of the southeastern peninsula of Oasis, the Tar Pit Ruin is a deep hole in the ground in the middle of the jungle. There are four large bubbling, smoking, and flammable tar pits at the bottom of the hole. The area around the pits are noxious, smelling of sulfur, burning, death, and decay. The base of the pit is approximately 50 feet below the rim of the jungle. Although it is unclear whether there are actually physical structures in the tar..." wikitext text/x-wiki Not far from the western coast of the southeastern peninsula of Oasis, the Tar Pit Ruin is a deep hole in the ground in the middle of the jungle. There are four large bubbling, smoking, and flammable tar pits at the bottom of the hole. The area around the pits are noxious, smelling of sulfur, burning, death, and decay. The base of the pit is approximately 50 feet below the rim of the jungle. Although it is unclear whether there are actually physical structures in the tar pits, the Haleshi Turnip Seasocks believes them to be ruins, and has told at least two different individuals about the ‘ruins upriver’. The pterafolk south of the badlands have also given similar information. There are minor signs of possible construction as some of the stones in the pit show signs of having been chiseled or made into stairs. The tar pits are currently occupied by at least three types of dangerous creatures. A tar ‘creep’ who appears to be able to move freely beyond the pits themselves and attacks with physical assaults and engulfing tar. A tar ‘ooze’ who can move through the pits and can fling tar. The third creature appears to be some sort of undead and tarred dinosaur, that seems to hunt jungle creatures that become stuck in the tar. (Adventurers have witnessed a ‘turtle’ that seemed to be alive, but was actually impaled upon a spike of this third creature.) These creatures become more dangerous if set alight. To the west of the pit itself, the topography of the jungle causes some of the tar to travel underground and drip into a small river now known as the The Great Damnatio River. This tar is also highly flammable and noxious. [[Category: Locations]] a204ab44bfeee010535a41b26dbff02ebde8054f 526 525 2023-10-28T15:00:27Z TimorSol 2 wikitext text/x-wiki Not far from the western coast of the southeastern peninsula of Oasis, the Tar Pit Ruin is a deep hole in the ground in the middle of the jungle. There are four large bubbling, smoking, and flammable tar pits at the bottom of the hole. The area around the pits are noxious, smelling of sulfur, burning, death, and decay. The base of the pit is approximately 50 feet below the rim of the jungle.<br> Although it is unclear whether there are actually physical structures in the tar pits, the Haleshi Turnip Seasocks believes them to be ruins, and has told at least two different individuals about the ‘ruins upriver’. The pterafolk south of the badlands have also given similar information. There are minor signs of possible construction as some of the stones in the pit show signs of having been chiseled or made into stairs.<br> The tar pits are currently occupied by at least three types of dangerous creatures. A tar ‘creep’ who appears to be able to move freely beyond the pits themselves and attacks with physical assaults and engulfing tar. A tar ‘ooze’ who can move through the pits and can fling tar. The third creature appears to be some sort of undead and tarred dinosaur, that seems to hunt jungle creatures that become stuck in the tar. (Adventurers have witnessed a ‘turtle’ that seemed to be alive, but was actually impaled upon a spike of this third creature.) These creatures become more dangerous if set alight. <br> To the west of the pit itself, the topography of the jungle causes some of the tar to travel underground and drip into a small river now known as the The Great Damnatio River. This tar is also highly flammable and noxious. [[Category: Locations]] cd377bdc44f11e41b6581c78e2a7e59be952b7b2 Lonely Island 0 257 527 2023-11-03T14:21:39Z TimorSol 2 Created page with "A small island located 1 mile south of the coast approximately where the stream joins the larger water body. The island is the only one in this vicinity and looks out of place almost as it was put there on purpose. From the coast, sand can be seen, "a pile of rocks" (man made?), foliage and grass. The water around it is noticeably undisturbed. [[Categories: Locations]]" wikitext text/x-wiki A small island located 1 mile south of the coast approximately where the stream joins the larger water body. The island is the only one in this vicinity and looks out of place almost as it was put there on purpose. From the coast, sand can be seen, "a pile of rocks" (man made?), foliage and grass. The water around it is noticeably undisturbed. [[Categories: Locations]] 3473481551986e5049db64f67a43314ce5937fb3 Beachfront Ruins 0 258 528 2023-11-03T14:22:22Z TimorSol 2 Created page with "A small beach hidden away in an embayment. Can best be found by walking along the coast westwards from where the Lonely Island can be seen. There's an old stone house (architectural similarity to Proto buildings is unclear), completely collapsed (chimney still standing). The house was not entered. Besides a number of small crabs, a rowboat was found at the beach (belonged to Gribbitz, no longer there). From the beach looking into western (and slight southern) direction,..." wikitext text/x-wiki A small beach hidden away in an embayment. Can best be found by walking along the coast westwards from where the Lonely Island can be seen. There's an old stone house (architectural similarity to Proto buildings is unclear), completely collapsed (chimney still standing). The house was not entered. Besides a number of small crabs, a rowboat was found at the beach (belonged to Gribbitz, no longer there). From the beach looking into western (and slight southern) direction, an approximately 500m (1600 ft.) high volcano can be seen beyond a river. [[Category: Locations]] 68247bb248aacca69ddd4feb12c7cf89301efa68 Vault of Dreams 0 259 529 2023-11-03T14:22:54Z TimorSol 2 Created page with "Located on an outcropping (200 ft high) of an approximately 400 ft. high steep cliff side. There is no way to get there except by boat or by climbing down from the cliff above. When approaching by boat, look for long fabric ribbons that are attached to poles on the outcropping. The entrance to the vault is a shrine or altar made of stone nestled into an alcove formed by the cliff (can probably not be seen from standing on the cliff above). Statues of exclusively women (..." wikitext text/x-wiki Located on an outcropping (200 ft high) of an approximately 400 ft. high steep cliff side. There is no way to get there except by boat or by climbing down from the cliff above. When approaching by boat, look for long fabric ribbons that are attached to poles on the outcropping. The entrance to the vault is a shrine or altar made of stone nestled into an alcove formed by the cliff (can probably not be seen from standing on the cliff above). Statues of exclusively women (elves and humans, not petrified, exquisite craftsmanship, quite generic features) in sleeping poses surround the shrine. The altar itself has a statue of a sleeping woman on top and is enchanted (abjuration magic). Surrounding the shrine, writing engraved in the stone can be seen (zemnian, identified words: "surrender", "dream", "open" (not sure), "vault"). The vault was first opened (rock "door" sliding down behind the altar) by Gribbitz who fell asleep (dreamed?) on top of the enchanted altar. The vault is inhabited by beings ("Quori"(?)) that are aggressive (able to possess other creatures, not affected by charms or fear). [[Category: Locations]] fad645f4a81cd655a9ce4dfed59cb183fcae5dc7 River Ruins 0 260 530 2023-11-05T20:46:02Z TimorSol 2 Created page with "A cluster of connected stone ruins in the middle of the river. The area radiates strong magic of all the spell schools, rotating among them. A strange breed of fish was spotted in the river that seemed to repel magic. Further investigation needed. [[Category: Locations]]" wikitext text/x-wiki A cluster of connected stone ruins in the middle of the river. The area radiates strong magic of all the spell schools, rotating among them. A strange breed of fish was spotted in the river that seemed to repel magic. Further investigation needed. [[Category: Locations]] 5326e2efba68b085876c1b2187cf0b2de8e2c6bd Lycan Camp 0 261 531 2023-11-05T20:46:24Z TimorSol 2 Created page with "This is, or perhaps was a forward base of the lycans—home to wererats and wereravens of several varieties. The sprawling structure has several levels and walls that extend 40-feet high. A group of adventurers attacked the fort, but had to retreat when an ancient and powerful wight from The Deep Well appeared during the conflict. Many of the lycans died or fled, and the status of the fort is unknown. [[Category: Locations]]" wikitext text/x-wiki This is, or perhaps was a forward base of the lycans—home to wererats and wereravens of several varieties. The sprawling structure has several levels and walls that extend 40-feet high. A group of adventurers attacked the fort, but had to retreat when an ancient and powerful wight from The Deep Well appeared during the conflict. Many of the lycans died or fled, and the status of the fort is unknown. [[Category: Locations]] 40359da8b6da0a1e39ce1d05a56e5cab3a8e3c17 Sand Giants' Refuge 0 262 532 2023-11-08T21:30:35Z TimorSol 2 Created page with "A sunken cave at the foot of the mountains, on the northern side of the Phantom Zone, its mouth marked by crumbling statues of sand. A trio of heavily tattooed sand giants have taken shelter, having been driven from their sanctum in the desert by the tlincalli. They told of a gargantuan behemoth of damned metal that patrols this 'Desolation Line' - many dozens of feet tall, covered in spikes, on which it impales the bodies of its victims - including some of their own ki..." wikitext text/x-wiki A sunken cave at the foot of the mountains, on the northern side of the Phantom Zone, its mouth marked by crumbling statues of sand. A trio of heavily tattooed sand giants have taken shelter, having been driven from their sanctum in the desert by the tlincalli. They told of a gargantuan behemoth of damned metal that patrols this 'Desolation Line' - many dozens of feet tall, covered in spikes, on which it impales the bodies of its victims - including some of their own kin, as well as how it may be turned against the scorpionfolk... [[Category: Locations]] c42455b7d937067530a97f60837fe4435739c72f 534 532 2023-11-08T21:45:10Z TimorSol 2 wikitext text/x-wiki A sunken cave at the foot of the mountains, on the northern side of the [[Phantom Zone]], its mouth marked by crumbling statues of sand. A trio of heavily tattooed sand giants have taken shelter, having been driven from their sanctum in the desert by the tlincalli. They told of a gargantuan behemoth of damned metal that patrols this 'Desolation Line' - many dozens of feet tall, covered in spikes, on which it impales the bodies of its victims - including some of their own kin, as well as how it may be turned against the scorpionfolk... [[Category: Locations]] 6a4e82b77040de3116cca3c2713d7678f22f262e Phantom Zone 0 263 533 2023-11-08T21:42:50Z TimorSol 2 Created page with "The Phantom Zone stands as a volatile nexus of raw, untamed elemental energies, an ethereal zone where the fundamental forces of nature converge and collide in a tumultuous dance of creation and destruction. Within this tempestuous realm, an imposing figure known as the Harbinger, a imposing construct wrought from a mysterious, dark metal of unknown origin, he roams with an unnerving sense of purpose amidst the swirling maelstrom of chaotic power. The zone itself appear..." wikitext text/x-wiki The Phantom Zone stands as a volatile nexus of raw, untamed elemental energies, an ethereal zone where the fundamental forces of nature converge and collide in a tumultuous dance of creation and destruction. Within this tempestuous realm, an imposing figure known as the Harbinger, a imposing construct wrought from a mysterious, dark metal of unknown origin, he roams with an unnerving sense of purpose amidst the swirling maelstrom of chaotic power. The zone itself appears as a shifting expanse of iridescent mists and pulsating, multicolored lights that flicker and flare with an otherworldly brilliance. The very fabric of reality appears to warp and twist in response to the unpredictable surges of elemental power that surge and recede like the tides of a cosmic ocean. Those who dare to venture into the Phantom Zone speak of a sense of dread that settles deep within their bones, a primal instinct that warns of the volatile and capricious nature of the chaotic energies that hold sway over this enigmatic realm. The Harbinger, a living embodiment of death and annihilation, serves as both a blessing and a curse - as he prevents the Giants from entering the desert and also prevents the Scorpions from entering their tranquil refuge. [[Category: Lore]] e62b370a0628513831ff869d229c34985690e755 Never-to-Rise 0 264 535 2023-11-12T21:46:24Z TimorSol 2 Created page with "A dilapidated thorpe made of stone buildings (most likely human made) with most roofs caved in. The streets are cracked and only two larger buildings have patchwork roofs. Located North East of the Spider-Bridge, home to a Fey Lord named Versulon and a small colony of Xvarts. Virsollon is a hoarder of lives and half-lives and likes keeping creatures as pets, as he does with the Xvarts. [[Category: Locations]]" wikitext text/x-wiki A dilapidated thorpe made of stone buildings (most likely human made) with most roofs caved in. The streets are cracked and only two larger buildings have patchwork roofs. Located North East of the Spider-Bridge, home to a Fey Lord named Versulon and a small colony of Xvarts. Virsollon is a hoarder of lives and half-lives and likes keeping creatures as pets, as he does with the Xvarts. [[Category: Locations]] fdc452a61beda7963f00fada4d19e0414cef42a2 Cold Plains Effigy (Cold Plains Beacon) 0 265 536 2023-11-26T23:42:23Z TimorSol 2 Created page with "Cold and frosted over, there is a large animalistic figure weaved out of wood, wicker, and has a core made from Magical stone that seems to be a beacon. The face of the creature resembled a pig or boar. Unlit and still surrounded by the wood, a gap was made about 25 feet up in the center mass to identify the internal beacon more carefully. [[Category: Locations]]" wikitext text/x-wiki Cold and frosted over, there is a large animalistic figure weaved out of wood, wicker, and has a core made from Magical stone that seems to be a beacon. The face of the creature resembled a pig or boar. Unlit and still surrounded by the wood, a gap was made about 25 feet up in the center mass to identify the internal beacon more carefully. [[Category: Locations]] 0cac0ed8829eb2989f9243f98646b88865f98637 Harpy Castle 0 266 537 2023-11-26T23:44:33Z TimorSol 2 Created page with "A dilapidated and run down fortress. A variety of different harpies inhabit and circle the area, ranging from traditional harpies, more aggressive, to even inverse harpies. The main structure seems to be sinking into what looks like the moat flooding inwards. There is steps and a labyrinthine paths underground that the harpy queen may be able to shift at will and change. This path leads to and from the Queen, [[Ashera Skinner]], a chamber of stone and eyeballs with a..." wikitext text/x-wiki A dilapidated and run down fortress. A variety of different harpies inhabit and circle the area, ranging from traditional harpies, more aggressive, to even inverse harpies. The main structure seems to be sinking into what looks like the moat flooding inwards. There is steps and a labyrinthine paths underground that the harpy queen may be able to shift at will and change. This path leads to and from the Queen, [[Ashera Skinner]], a chamber of stone and eyeballs with a throne made of the same. There is a giant's armor to the east of the main structure, which has rusted equipment that is large which seems to belong to giants at one time. There was a plaque that read "Hybrid Form Zoo Garrison". [[Category: Locations]] 9f72ce333769550b983e3546c0f6fd49e8792e95 Ashera Skinner 0 267 538 2023-11-27T00:01:10Z TimorSol 2 Created page with "Ashera Skinner presents a macabre visage, akin to a mummified or partially decomposed medusa, with multiple eyes adorning individual eyestalks that protrude from her head. A nest of tentacles surrounds her, resembling the twisted tresses of a serpent, though now imbued with an petrifying corruption. The eyes emit an unsettling glow, revealing a spectrum of alien emotions. Despite the assumed decay, the eyes on the eyestalks exhibit vivid expressions, from malevolence to..." wikitext text/x-wiki Ashera Skinner presents a macabre visage, akin to a mummified or partially decomposed medusa, with multiple eyes adorning individual eyestalks that protrude from her head. A nest of tentacles surrounds her, resembling the twisted tresses of a serpent, though now imbued with an petrifying corruption. The eyes emit an unsettling glow, revealing a spectrum of alien emotions. Despite the assumed decay, the eyes on the eyestalks exhibit vivid expressions, from malevolence to curiosity. Ashera Skinner carries herself with a profound detachment, treating her subject harpies as mere instruments rather than individuals. Her demeanor is distant, an indifference woven into every gesture and gaze. While she shows a surface-level interest in cooperation, there's an undeniable tint of reluctance, as if the affairs of her harpy underlings are but minor disturbances in the vast expanse of her mind. Her lair, nestled in a concealed cave beneath the Harpy Fort, echoes with the eerie symphony of constant twitching and watching. The space is adorned with an array of eyes—some massive, others minuscule—all fixated on various points, both real and hallucinated. These eyes contribute to the unsettling ambiance. [[Category: NPC]] ca5c570543a7e6cba318c325b1ec9d3e622d9ee4